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#include "Game/Actor/AI/aiGuideBeamAttackEnemyBattle.h"
namespace uking::ai {
GuideBeamAttackEnemyBattle::GuideBeamAttackEnemyBattle(const InitArg& arg)
: BreathAttackEnemyBattle(arg) {}
GuideBeamAttackEnemyBattle::~GuideBeamAttackEnemyBattle() = default;
bool GuideBeamAttackEnemyBattle::init_(sead::Heap* heap) {
return BreathAttackEnemyBattle::init_(heap);
}
void GuideBeamAttackEnemyBattle::enter_(ksys::act::ai::InlineParamPack* params) {
BreathAttackEnemyBattle::enter_(params);
}
void GuideBeamAttackEnemyBattle::leave_() {
BreathAttackEnemyBattle::leave_();
}
void GuideBeamAttackEnemyBattle::loadParams_() {
BreathAttackEnemyBattle::loadParams_();
getStaticParam(&mFluctuationRange_s, "FluctuationRange");
getStaticParam(&mFluctuationSpan_s, "FluctuationSpan");
getStaticParam(&mTargetOffsetY_s, "TargetOffsetY");
getStaticParam(&mNodeName_s, "NodeName");
getStaticParam(&mIsValidGuide_s, "IsValidGuide");
getStaticParam(&mIsIgnoreSmallHit_s, "IsIgnoreSmallHit");
getStaticParam(&mIsChangeable_s, "IsChangeable");
getStaticParam(&mAimEffectName_s, "AimEffectName");
}
} // namespace uking::ai
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