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#include "Game/Actor/AI/aiPriestBossEyeBeamFourth.h"
namespace uking::ai {
PriestBossEyeBeamFourth::PriestBossEyeBeamFourth(const InitArg& arg) : PriestBossEyeBeam(arg) {}
PriestBossEyeBeamFourth::~PriestBossEyeBeamFourth() = default;
bool PriestBossEyeBeamFourth::init_(sead::Heap* heap) {
return PriestBossEyeBeam::init_(heap);
}
void PriestBossEyeBeamFourth::enter_(ksys::act::ai::InlineParamPack* params) {
PriestBossEyeBeam::enter_(params);
}
void PriestBossEyeBeamFourth::leave_() {
PriestBossEyeBeam::leave_();
}
void PriestBossEyeBeamFourth::loadParams_() {
PriestBossEyeBeam::loadParams_();
getStaticParam(&mAtDirType_s, "AtDirType");
getStaticParam(&mAtAttr_s, "AtAttr");
getStaticParam(&mAtType_s, "AtType");
getStaticParam(&mAtShieldBreakPower_s, "AtShieldBreakPower");
getStaticParam(&mAtImpact_s, "AtImpact");
getStaticParam(&mAtPowerReduce_s, "AtPowerReduce");
getStaticParam(&mAtPower_s, "AtPower");
getStaticParam(&mAtDamage_s, "AtDamage");
getStaticParam(&mSearchEndAngle_s, "SearchEndAngle");
getAITreeVariable(&mIsArrivedAtDestination_a, "IsArrivedAtDestination");
getAITreeVariable(&mDestinationPos_a, "DestinationPos");
getAITreeVariable(&mFacePos_a, "FacePos");
getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit");
}
} // namespace uking::ai
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