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#include "Game/Actor/AI/aiLandingChemicalBall.h"
namespace uking::ai {
LandingChemicalBall::LandingChemicalBall(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
LandingChemicalBall::~LandingChemicalBall() = default;
bool LandingChemicalBall::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void LandingChemicalBall::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void LandingChemicalBall::leave_() {
ksys::act::ai::Ai::leave_();
}
void LandingChemicalBall::loadParams_() {
getStaticParam(&mAttackPower_s, "AttackPower");
getStaticParam(&mAttackIntensity_s, "AttackIntensity");
getStaticParam(&mAttackType_s, "AttackType");
getStaticParam(&mCutGrassType_s, "CutGrassType");
getStaticParam(&mScale_s, "Scale");
getStaticParam(&mIsUseAtCollision_s, "IsUseAtCollision");
getStaticParam(&mCheckColConInfo_s, "CheckColConInfo");
getStaticParam(&mExpandActorName_s, "ExpandActorName");
}
} // namespace uking::ai
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