#include "Game/Actor/AI/aiPriestBossShadowCloneThrow.h" namespace uking::ai { PriestBossShadowCloneThrow::PriestBossShadowCloneThrow(const InitArg& arg) : ksys::act::ai::Ai(arg) {} PriestBossShadowCloneThrow::~PriestBossShadowCloneThrow() = default; bool PriestBossShadowCloneThrow::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void PriestBossShadowCloneThrow::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void PriestBossShadowCloneThrow::leave_() { ksys::act::ai::Ai::leave_(); } void PriestBossShadowCloneThrow::loadParams_() { getStaticParam(&mShadowCloneOffsetY_s, "ShadowCloneOffsetY"); getStaticParam(&mShadowCloneRadius_s, "ShadowCloneRadius"); getStaticParam(&mShadowCloneAngleOffset_s, "ShadowCloneAngleOffset"); getStaticParam(&mPrepareTimer_s, "PrepareTimer"); getStaticParam(&mShadowCloneLefeBoneName_s, "ShadowCloneLefeBoneName"); getStaticParam(&mShadowCloneRightBoneName_s, "ShadowCloneRightBoneName"); getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit"); } } // namespace uking::ai