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#include "Game/Actor/AI/aiGanonBeastRoot.h"
namespace uking::ai {
GanonBeastRoot::GanonBeastRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
GanonBeastRoot::~GanonBeastRoot() = default;
bool GanonBeastRoot::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void GanonBeastRoot::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void GanonBeastRoot::leave_() {
ksys::act::ai::Ai::leave_();
}
void GanonBeastRoot::loadParams_() {
getStaticParam(&mGrudeInterval3_s, "GrudeInterval3");
getStaticParam(&mGrudeInterval4_s, "GrudeInterval4");
getStaticParam(&mGrudeInterval5_s, "GrudeInterval5");
getStaticParam(&mGrudeCreateNum_s, "GrudeCreateNum");
getStaticParam(&mWeakPointASSlot_s, "WeakPointASSlot");
getStaticParam(&mGrudePlayerDist_s, "GrudePlayerDist");
getStaticParam(&mGrudeRandRange_s, "GrudeRandRange");
getStaticParam(&mGrudeCenterOffset_s, "GrudeCenterOffset");
getStaticParam(&mInitWeakPointASName_s, "InitWeakPointASName");
getStaticParam(&mGrudeRainObject_s, "GrudeRainObject");
getStaticParam(&mGrudeRainObject2_s, "GrudeRainObject2");
getAITreeVariable(&mWeakPointAliveFlag_a, "WeakPointAliveFlag");
getAITreeVariable(&mWeakPointActiveFlag_a, "WeakPointActiveFlag");
getAITreeVariable(&mIsGanonBeastAngry_a, "IsGanonBeastAngry");
}
} // namespace uking::ai
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