#include "Game/Actor/AI/aiWeaponRootAI.h" namespace uking::ai { WeaponRootAI::WeaponRootAI(const InitArg& arg) : ksys::act::ai::Ai(arg) {} WeaponRootAI::~WeaponRootAI() = default; bool WeaponRootAI::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void WeaponRootAI::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void WeaponRootAI::leave_() { ksys::act::ai::Ai::leave_(); } void WeaponRootAI::loadParams_() { getStaticParam(&mBlinkFrame_s, "BlinkFrame"); getStaticParam(&mFallOutSpeed_s, "FallOutSpeed"); getStaticParam(&mLandNoiseLevel_s, "LandNoiseLevel"); getMapUnitParam(&mIsFixedPlace_m, "IsFixedPlace"); getMapUnitParam(&mIsEmitLandNoise_m, "IsEmitLandNoise"); } } // namespace uking::ai