#include "Game/Actor/AI/aiSiteBossSwordIronPileRoot.h" namespace uking::ai { SiteBossSwordIronPileRoot::SiteBossSwordIronPileRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {} SiteBossSwordIronPileRoot::~SiteBossSwordIronPileRoot() = default; bool SiteBossSwordIronPileRoot::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void SiteBossSwordIronPileRoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void SiteBossSwordIronPileRoot::leave_() { ksys::act::ai::Ai::leave_(); } void SiteBossSwordIronPileRoot::loadParams_() { getStaticParam(&mFallWaitCount_s, "FallWaitCount"); getStaticParam(&mFallSpeed_s, "FallSpeed"); getStaticParam(&mSlopeRate_s, "SlopeRate"); getMapUnitParam(&mAddAtkPower_m, "AddAtkPower"); getMapUnitParam(&mAttackPower_m, "AttackPower"); getMapUnitParam(&mAttackPowerForPlayer_m, "AttackPowerForPlayer"); getMapUnitParam(&mAtMinDamage_m, "AtMinDamage"); getMapUnitParam(&mActorName_m, "ActorName"); } } // namespace uking::ai