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#include "Game/Actor/AI/aiBreathAttackEnemyBattle.h"
namespace uking::ai {
BreathAttackEnemyBattle::BreathAttackEnemyBattle(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
BreathAttackEnemyBattle::~BreathAttackEnemyBattle() = default;
bool BreathAttackEnemyBattle::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void BreathAttackEnemyBattle::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void BreathAttackEnemyBattle::leave_() {
ksys::act::ai::Ai::leave_();
}
void BreathAttackEnemyBattle::loadParams_() {
getStaticParam(&mEnlargeTime_s, "EnlargeTime");
getStaticParam(&mAttackAngle_s, "AttackAngle");
getStaticParam(&mAttackRatio_s, "AttackRatio");
getStaticParam(&mBreathSize_s, "BreathSize");
getStaticParam(&mAttackIntervalIntensity_s, "AttackIntervalIntensity");
getStaticParam(&mGlobalNoAtkTime_s, "GlobalNoAtkTime");
getStaticParam(&mIsEndAfterAttack_s, "IsEndAfterAttack");
getStaticParam(&mIsDeleteBreath_s, "IsDeleteBreath");
getStaticParam(&mBreathName_s, "BreathName");
getStaticParam(&mIsUpdateNoticeState_s, "IsUpdateNoticeState");
}
} // namespace uking::ai
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