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#include "Game/Actor/AI/aiGuardianMiniRoot.h"
namespace uking::ai {
GuardianMiniRoot::GuardianMiniRoot(const InitArg& arg) : EnemyRoot(arg) {}
GuardianMiniRoot::~GuardianMiniRoot() = default;
bool GuardianMiniRoot::init_(sead::Heap* heap) {
return EnemyRoot::init_(heap);
}
void GuardianMiniRoot::enter_(ksys::act::ai::InlineParamPack* params) {
EnemyRoot::enter_(params);
}
void GuardianMiniRoot::leave_() {
EnemyRoot::leave_();
}
void GuardianMiniRoot::loadParams_() {
EnemyRoot::loadParams_();
getStaticParam(&mNeckRotRatio_s, "NeckRotRatio");
getStaticParam(&mJustGuardNumForBreak_s, "JustGuardNumForBreak");
getStaticParam(&mRotStopSpeed_s, "RotStopSpeed");
getAITreeVariable(&mDamagedCount_a, "DamagedCount");
getAITreeVariable(&mIsTransformedGuardianMini_a, "IsTransformedGuardianMini");
getAITreeVariable(&mGuardianMiniChanceTimeState_a, "GuardianMiniChanceTimeState");
}
} // namespace uking::ai
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