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#include "Game/Actor/AI/aiPriestBossGiantDownSeq.h"
namespace uking::ai {
PriestBossGiantDownSeq::PriestBossGiantDownSeq(const InitArg& arg) : PriestBoss(arg) {}
PriestBossGiantDownSeq::~PriestBossGiantDownSeq() = default;
bool PriestBossGiantDownSeq::init_(sead::Heap* heap) {
return PriestBoss::init_(heap);
}
void PriestBossGiantDownSeq::enter_(ksys::act::ai::InlineParamPack* params) {
PriestBoss::enter_(params);
}
void PriestBossGiantDownSeq::leave_() {
PriestBoss::leave_();
}
void PriestBossGiantDownSeq::loadParams_() {
PriestBoss::loadParams_();
getStaticParam(&mRecoverIfAlreadyDown_s, "RecoverIfAlreadyDown");
getStaticParam(&mIsUseRecover_s, "IsUseRecover");
getStaticParam(&mHitGroundASName_s, "HitGroundASName");
getAITreeVariable(&mKeepDistFromGround_a, "KeepDistFromGround");
getAITreeVariable(&mIsActive_a, "IsActive");
getAITreeVariable(&mIsArrivedAtDestination_a, "IsArrivedAtDestination");
getAITreeVariable(&mDestinationPos_a, "DestinationPos");
}
} // namespace uking::ai
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