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#include "Game/Actor/AI/aiLastBossRoot.h"
namespace uking::ai {
LastBossRoot::LastBossRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
LastBossRoot::~LastBossRoot() = default;
bool LastBossRoot::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void LastBossRoot::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void LastBossRoot::leave_() {
ksys::act::ai::Ai::leave_();
}
void LastBossRoot::loadParams_() {
getStaticParam(&mForceRecoverHitMax_s, "ForceRecoverHitMax");
getStaticParam(&mForceRecoverDamageMax_s, "ForceRecoverDamageMax");
getStaticParam(&mAddForceRecoverHitNum_s, "AddForceRecoverHitNum");
getStaticParam(&mAddForceRecoverDamage_s, "AddForceRecoverDamage");
getStaticParam(&mAuraHPRate_s, "AuraHPRate");
getStaticParam(&mAuraDemoName_s, "AuraDemoName");
getStaticParam(&mAuraEntryName_s, "AuraEntryName");
getStaticParam(&mAuraWallEntry_s, "AuraWallEntry");
getStaticParam(&mAuraDemoDownEntry_s, "AuraDemoDownEntry");
}
} // namespace uking::ai
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