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#include "Game/Actor/AI/aiPriestBossIronBall.h"
namespace uking::ai {
PriestBossIronBall::PriestBossIronBall(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
PriestBossIronBall::~PriestBossIronBall() = default;
bool PriestBossIronBall::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void PriestBossIronBall::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void PriestBossIronBall::leave_() {
ksys::act::ai::Ai::leave_();
}
void PriestBossIronBall::loadParams_() {
getStaticParam(&mIronBallWaitThunderTime_s, "IronBallWaitThunderTime");
getStaticParam(&mChangeEndAnime_s, "ChangeEndAnime");
getStaticParam(&mIronBallOffsetY_s, "IronBallOffsetY");
getStaticParam(&mIronBallRadius_s, "IronBallRadius");
getStaticParam(&mIronBallAngle_s, "IronBallAngle");
getStaticParam(&mIronSummonLeftBoneName_s, "IronSummonLeftBoneName");
getStaticParam(&mIronSummonRightBoneName_s, "IronSummonRightBoneName");
getStaticParam(&mIronBallAngleOffset_s, "IronBallAngleOffset");
getStaticParam(&mIsAfterAttack_s, "IsAfterAttack");
getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit");
}
} // namespace uking::ai
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