#include "Game/Actor/AI/aiPriestBossPhaseSecond.h" namespace uking::ai { PriestBossPhaseSecond::PriestBossPhaseSecond(const InitArg& arg) : PriestBossPhase(arg) {} PriestBossPhaseSecond::~PriestBossPhaseSecond() = default; bool PriestBossPhaseSecond::init_(sead::Heap* heap) { return PriestBossPhase::init_(heap); } void PriestBossPhaseSecond::enter_(ksys::act::ai::InlineParamPack* params) { PriestBossPhase::enter_(params); } void PriestBossPhaseSecond::leave_() { PriestBossPhase::leave_(); } void PriestBossPhaseSecond::loadParams_() { PriestBossPhase::loadParams_(); getStaticParam(&mModeChangeLife_s, "ModeChangeLife"); getStaticParam(&mSimAtkMax_s, "SimAtkMax"); getStaticParam(&mBowEquipMax_s, "BowEquipMax"); getStaticParam(&mSyncAtkMax_s, "SyncAtkMax"); getStaticParam(&mModeChangeBlockTime_s, "ModeChangeBlockTime"); getStaticParam(&mRespawnSpan_s, "RespawnSpan"); getStaticParam(&mRespawnBaseSpace_s, "RespawnBaseSpace"); getStaticParam(&mRespawnBaseMoveTime_s, "RespawnBaseMoveTime"); getStaticParam(&mRespawnBaseInterval_s, "RespawnBaseInterval"); getStaticParam(&mCircleFormRange_s, "CircleFormRange"); getStaticParam(&mCircleFormRushWait_s, "CircleFormRushWait"); getStaticParam(&mCircleFormRushInterval_s, "CircleFormRushInterval"); getStaticParam(&mCircleFormShootWait_s, "CircleFormShootWait"); getStaticParam(&mCircleFormShootInterval_s, "CircleFormShootInterval"); getStaticParam(&mLineFormDistFromPlayer_s, "LineFormDistFromPlayer"); getStaticParam(&mLineFormSpace_s, "LineFormSpace"); getStaticParam(&mLineFormRushWait_s, "LineFormRushWait"); getStaticParam(&mLineFormRushInterval_s, "LineFormRushInterval"); getStaticParam(&mLineFormFallWait_s, "LineFormFallWait"); getStaticParam(&mLineFormFallInterval_s, "LineFormFallInterval"); getMapUnitParam(&mPriestBossStartPhase_m, "PriestBossStartPhase"); } } // namespace uking::ai