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#include "Game/Actor/AI/aiPriestBossIronBallRoot.h"
namespace uking::ai {
PriestBossIronBallRoot::PriestBossIronBallRoot(const InitArg& arg) : PriestBoss(arg) {}
PriestBossIronBallRoot::~PriestBossIronBallRoot() = default;
bool PriestBossIronBallRoot::init_(sead::Heap* heap) {
return PriestBoss::init_(heap);
}
void PriestBossIronBallRoot::enter_(ksys::act::ai::InlineParamPack* params) {
PriestBoss::enter_(params);
}
void PriestBossIronBallRoot::leave_() {
PriestBoss::leave_();
}
void PriestBossIronBallRoot::loadParams_() {
PriestBoss::loadParams_();
getStaticParam(&mAttackPower_s, "AttackPower");
getStaticParam(&mAttackPowerForPlayer_s, "AttackPowerForPlayer");
getStaticParam(&mAtMinDamage_s, "AtMinDamage");
getStaticParam(&mMagneLightningTime_s, "MagneLightningTime");
getMapUnitParam(&mActorName_m, "ActorName");
}
} // namespace uking::ai
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