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#include "Game/Actor/AI/aiPriestBossEyeBeam.h"
namespace uking::ai {
PriestBossEyeBeam::PriestBossEyeBeam(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
PriestBossEyeBeam::~PriestBossEyeBeam() = default;
bool PriestBossEyeBeam::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void PriestBossEyeBeam::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void PriestBossEyeBeam::leave_() {
ksys::act::ai::Ai::leave_();
}
void PriestBossEyeBeam::loadParams_() {
getStaticParam(&mAtMinDamage_s, "AtMinDamage");
getStaticParam(&mAttackPower_s, "AttackPower");
getStaticParam(&mAttackPowerForPlayer_s, "AttackPowerForPlayer");
getStaticParam(&mShotReviseAngleXU_s, "ShotReviseAngleXU");
getStaticParam(&mShotReviseAngleXD_s, "ShotReviseAngleXD");
getStaticParam(&mShotReviseAngleY_s, "ShotReviseAngleY");
getStaticParam(&mIsCreateGuardEffect_s, "IsCreateGuardEffect");
getStaticParam(&mIsChangeable_s, "IsChangeable");
getStaticParam(&mReflectOffset_s, "ReflectOffset");
getStaticParam(&mShotOffset_s, "ShotOffset");
}
} // namespace uking::ai
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