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#include "Game/Actor/AI/aiGuardianMiniReaction.h"
namespace uking::ai {
GuardianMiniReaction::GuardianMiniReaction(const InitArg& arg) : EnemyDefaultReaction(arg) {}
GuardianMiniReaction::~GuardianMiniReaction() = default;
bool GuardianMiniReaction::init_(sead::Heap* heap) {
return EnemyDefaultReaction::init_(heap);
}
void GuardianMiniReaction::enter_(ksys::act::ai::InlineParamPack* params) {
EnemyDefaultReaction::enter_(params);
}
void GuardianMiniReaction::leave_() {
EnemyDefaultReaction::leave_();
}
void GuardianMiniReaction::loadParams_() {
EnemyDefaultReaction::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(&mPreAttackASRight_s, "PreAttackASRight");
getStaticParam(&mPreAttackASLeft_s, "PreAttackASLeft");
getStaticParam(&mJustGuardNumForBreak_s, "JustGuardNumForBreak");
getStaticParam(&mIsChangeWeapon_s, "IsChangeWeapon");
getAITreeVariable(&mGuardianMiniChanceTimeState_a, "GuardianMiniChanceTimeState");
}
} // namespace uking::ai
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