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#include "Game/Actor/AI/aiGanonBeastReaction.h"
namespace uking::ai {
GanonBeastReaction::GanonBeastReaction(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
GanonBeastReaction::~GanonBeastReaction() = default;
bool GanonBeastReaction::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void GanonBeastReaction::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void GanonBeastReaction::leave_() {
ksys::act::ai::Ai::leave_();
}
void GanonBeastReaction::loadParams_() {
getStaticParam(&mASSlot_s, "ASSlot");
getAITreeVariable(&mWeakPointAliveFlag_a, "WeakPointAliveFlag");
getAITreeVariable(&mWeakPointActiveFlag_a, "WeakPointActiveFlag");
getAITreeVariable(&mIsWeakPointAppearMode_a, "IsWeakPointAppearMode");
}
} // namespace uking::ai
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