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#include "Game/Actor/AI/aiPriestBossEyeBeamStandAim.h"
namespace uking::ai {
PriestBossEyeBeamStandAim::PriestBossEyeBeamStandAim(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
PriestBossEyeBeamStandAim::~PriestBossEyeBeamStandAim() = default;
bool PriestBossEyeBeamStandAim::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void PriestBossEyeBeamStandAim::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void PriestBossEyeBeamStandAim::leave_() {
ksys::act::ai::Ai::leave_();
}
void PriestBossEyeBeamStandAim::loadParams_() {
getStaticParam(&mBorderDist_s, "BorderDist");
getStaticParam(&mBorderHeight_s, "BorderHeight");
getDynamicParam(&mTargetPos_d, "TargetPos");
getDynamicParam(&mAimTargetPos_d, "AimTargetPos");
}
} // namespace uking::ai
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