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#include "Game/Actor/AI/aiBigCannon.h"
namespace uking::ai {
BigCannon::BigCannon(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
BigCannon::~BigCannon() = default;
bool BigCannon::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void BigCannon::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void BigCannon::leave_() {
ksys::act::ai::Ai::leave_();
}
void BigCannon::loadParams_() {
getStaticParam(&mRotRadAccel_s, "RotRadAccel");
getStaticParam(&mRotBrake_s, "RotBrake");
getStaticParam(&mShotCannonBallScale_s, "ShotCannonBallScale");
getStaticParam(&mIsDrawDebug_s, "IsDrawDebug");
getStaticParam(&mIsUseShotNodeAngle_s, "IsUseShotNodeAngle");
getStaticParam(&mActName_s, "ActName");
getStaticParam(&mShotNodeName_s, "ShotNodeName");
getStaticParam(&mOffset_s, "Offset");
getMapUnitParam(&mTiltAngle_m, "TiltAngle");
getMapUnitParam(&mTiltAngularSpeed_m, "TiltAngularSpeed");
getMapUnitParam(&mAngle_m, "Angle");
getMapUnitParam(&mSpeed_m, "Speed");
getMapUnitParam(&mActorName_m, "ActorName");
}
} // namespace uking::ai
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