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#include "Game/Actor/AI/aiLastBossShootNormalArrowRoot.h"
namespace uking::ai {
LastBossShootNormalArrowRoot::LastBossShootNormalArrowRoot(const InitArg& arg)
: ksys::act::ai::Ai(arg) {}
LastBossShootNormalArrowRoot::~LastBossShootNormalArrowRoot() = default;
bool LastBossShootNormalArrowRoot::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void LastBossShootNormalArrowRoot::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void LastBossShootNormalArrowRoot::leave_() {
ksys::act::ai::Ai::leave_();
}
void LastBossShootNormalArrowRoot::loadParams_() {
getStaticParam(&mArrowNum_s, "ArrowNum");
getStaticParam(&mAtMinDamage_s, "AtMinDamage");
getStaticParam(&mAttackPower_s, "AttackPower");
getStaticParam(&mAttackPowerForPlayer_s, "AttackPowerForPlayer");
getStaticParam(&mBattleNodeOffsetLR_s, "BattleNodeOffsetLR");
getStaticParam(&mBattleNodeOffsetUD_s, "BattleNodeOffsetUD");
getStaticParam(&mIsPrepreNextArrow_s, "IsPrepreNextArrow");
getStaticParam(&mArrowName_s, "ArrowName");
getStaticParam(&mPartsName_s, "PartsName");
getStaticParam(&mReflectOffset_s, "ReflectOffset");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
} // namespace uking::ai
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