#include "Game/Actor/AI/aiRemainsWaterBattleRoot.h" namespace uking::ai { RemainsWaterBattleRoot::RemainsWaterBattleRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {} RemainsWaterBattleRoot::~RemainsWaterBattleRoot() = default; bool RemainsWaterBattleRoot::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void RemainsWaterBattleRoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void RemainsWaterBattleRoot::leave_() { ksys::act::ai::Ai::leave_(); } void RemainsWaterBattleRoot::loadParams_() { getStaticParam(&mCallClearDemoTimer_s, "CallClearDemoTimer"); getStaticParam(&mAfterDamageTimer_s, "AfterDamageTimer"); getStaticParam(&mAfterPaooonTimer_s, "AfterPaooonTimer"); getStaticParam(&mAfterHellTimer_s, "AfterHellTimer"); getStaticParam(&mFirstBulletTimer_s, "FirstBulletTimer"); getAITreeVariable(&mRemainsWaterBattleInfo_a, "RemainsWaterBattleInfo"); } } // namespace uking::ai