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#include "Game/Actor/AI/aiGuardianMiniBattle.h"
namespace uking::ai {
GuardianMiniBattle::GuardianMiniBattle(const InitArg& arg) : EnemyBattle(arg) {}
GuardianMiniBattle::~GuardianMiniBattle() = default;
bool GuardianMiniBattle::init_(sead::Heap* heap) {
return EnemyBattle::init_(heap);
}
void GuardianMiniBattle::enter_(ksys::act::ai::InlineParamPack* params) {
EnemyBattle::enter_(params);
}
void GuardianMiniBattle::leave_() {
EnemyBattle::leave_();
}
void GuardianMiniBattle::loadParams_() {
EnemyBattle::loadParams_();
getStaticParam(&mRootNodeName_s, "RootNodeName");
getStaticParam(&mArm1NodeName_s, "Arm1NodeName");
getStaticParam(&mArm2NodeName_s, "Arm2NodeName");
getStaticParam(&mArm3NodeName_s, "Arm3NodeName");
getStaticParam(&mASSlotRight_s, "ASSlotRight");
getStaticParam(&mASSlotLeft_s, "ASSlotLeft");
getStaticParam(&mASSlotBack_s, "ASSlotBack");
getStaticParam(&mRollingInterval_s, "RollingInterval");
getStaticParam(&mBaseDist_s, "BaseDist");
getStaticParam(&mFarDist_s, "FarDist");
getStaticParam(&mIsIgnoreArmCondition_s, "IsIgnoreArmCondition");
getStaticParam(&mTurnMoveTime_s, "TurnMoveTime");
getStaticParam(&mTurnMovePer_s, "TurnMovePer");
getStaticParam(&mTurnMoveStartDist_s, "TurnMoveStartDist");
getStaticParam(&mCounterStartDamageCount_s, "CounterStartDamageCount");
getStaticParam(&mCounterStartTime_s, "CounterStartTime");
getStaticParam(&mCheckOnNoNavMesh_s, "CheckOnNoNavMesh");
getAITreeVariable(&mDamagedCount_a, "DamagedCount");
}
} // namespace uking::ai
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