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#include "Game/Actor/AI/aiPriestBossGiantStageRotRoot.h"
namespace uking::ai {
PriestBossGiantStageRotRoot::PriestBossGiantStageRotRoot(const InitArg& arg) : PriestBoss(arg) {}
PriestBossGiantStageRotRoot::~PriestBossGiantStageRotRoot() = default;
bool PriestBossGiantStageRotRoot::init_(sead::Heap* heap) {
return PriestBoss::init_(heap);
}
void PriestBossGiantStageRotRoot::enter_(ksys::act::ai::InlineParamPack* params) {
PriestBoss::enter_(params);
}
void PriestBossGiantStageRotRoot::leave_() {
PriestBoss::leave_();
}
void PriestBossGiantStageRotRoot::loadParams_() {
PriestBoss::loadParams_();
getStaticParam(&mCentralAngle_s, "CentralAngle");
getStaticParam(&mPercentRadiusHeight_s, "PercentRadiusHeight");
getStaticParam(&mIronBallHeightOffset_s, "IronBallHeightOffset");
getStaticParam(&mArcPercent_s, "ArcPercent");
getStaticParam(&mZOffset_s, "ZOffset");
getStaticParam(&mZOffsetIndex_s, "ZOffsetIndex");
getStaticParam(&mHoldBallsCounterLength_s, "HoldBallsCounterLength");
getStaticParam(&mBallsReleaseIntervalFrames_s, "BallsReleaseIntervalFrames");
getAITreeVariable(&mKeepDistFromGround_a, "KeepDistFromGround");
getAITreeVariable(&mIsActive_a, "IsActive");
getAITreeVariable(&mFacePos_a, "FacePos");
getAITreeVariable(&mDestinationPos_a, "DestinationPos");
getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit");
}
} // namespace uking::ai
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