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#include "Game/Actor/AI/aiGanonBeastSufferChanger.h"
namespace uking::ai {
GanonBeastSufferChanger::GanonBeastSufferChanger(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
GanonBeastSufferChanger::~GanonBeastSufferChanger() = default;
bool GanonBeastSufferChanger::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void GanonBeastSufferChanger::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void GanonBeastSufferChanger::leave_() {
ksys::act::ai::Ai::leave_();
}
void GanonBeastSufferChanger::loadParams_() {
getStaticParam(&mWeakPoint1Time_s, "WeakPoint1Time");
getStaticParam(&mWeakPoint2Time_s, "WeakPoint2Time");
getStaticParam(&mWeakPoint3Time_s, "WeakPoint3Time");
getStaticParam(&mWeakPoint4Time_s, "WeakPoint4Time");
getStaticParam(&mCloseOption_s, "CloseOption");
getStaticParam(&mTimer_s, "Timer");
getStaticParam(&mmstxtName_s, "mstxtName");
getStaticParam(&mlabelName_s, "labelName");
getStaticParam(&mlabelName2_s, "labelName2");
getStaticParam(&mlabelName3_s, "labelName3");
getAITreeVariable(&mIsWeakPointAppearMode_a, "IsWeakPointAppearMode");
getAITreeVariable(&mSufferChangeStopCounter_a, "SufferChangeStopCounter");
getAITreeVariable(&mSimpleDialogUnit_a, "SimpleDialogUnit");
getAITreeVariable(&mInBeastGanonVoiceSequence_a, "InBeastGanonVoiceSequence");
}
} // namespace uking::ai
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