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#include "Game/Actor/AI/aiPriestBossActorGiantRoot.h"
namespace uking::ai {
PriestBossActorGiantRoot::PriestBossActorGiantRoot(const InitArg& arg) : PriestBossActorRoot(arg) {}
PriestBossActorGiantRoot::~PriestBossActorGiantRoot() = default;
bool PriestBossActorGiantRoot::init_(sead::Heap* heap) {
return PriestBossActorRoot::init_(heap);
}
void PriestBossActorGiantRoot::enter_(ksys::act::ai::InlineParamPack* params) {
PriestBossActorRoot::enter_(params);
}
void PriestBossActorGiantRoot::leave_() {
PriestBossActorRoot::leave_();
}
void PriestBossActorGiantRoot::loadParams_() {
PriestBossActorRoot::loadParams_();
getStaticParam(&mFreqIronBallAttack_s, "FreqIronBallAttack");
getStaticParam(&mFreqBigEarthReleaseAttack_s, "FreqBigEarthReleaseAttack");
getStaticParam(&mFreqEyeBeamAttack_s, "FreqEyeBeamAttack");
getStaticParam(&mFreqStageRotation_s, "FreqStageRotation");
getStaticParam(&mFloatDistFromPlayer_s, "FloatDistFromPlayer");
getStaticParam(&mIsFreeMoving_s, "IsFreeMoving");
getAITreeVariable(&mKeepDistFromGround_a, "KeepDistFromGround");
getAITreeVariable(&mIsActive_a, "IsActive");
getAITreeVariable(&mIsArrivedAtDestination_a, "IsArrivedAtDestination");
getAITreeVariable(&mDestinationPos_a, "DestinationPos");
getAITreeVariable(&mFacePos_a, "FacePos");
}
} // namespace uking::ai
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