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path: root/src/Game/Actor/AI/aiGuardianMiniReaction.cpp
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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