#include "Game/Actor/AI/aiWeakPointRoot.h" namespace uking::ai { WeakPointRoot::WeakPointRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {} WeakPointRoot::~WeakPointRoot() = default; bool WeakPointRoot::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void WeakPointRoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void WeakPointRoot::leave_() { ksys::act::ai::Ai::leave_(); } void WeakPointRoot::loadParams_() { getStaticParam(&mOwnerDamage_s, "OwnerDamage"); getStaticParam(&mIsBreakable_s, "IsBreakable"); getStaticParam(&mIsSyncDamage_s, "IsSyncDamage"); getStaticParam(&mIsShowCriticalEffect_s, "IsShowCriticalEffect"); getStaticParam(&mIsNoReaction_s, "IsNoReaction"); } } // namespace uking::ai