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#include "Game/Actor/AI/aiPriestBossIronBallStageRotate.h"
namespace uking::ai {
PriestBossIronBallStageRotate::PriestBossIronBallStageRotate(const InitArg& arg)
: PriestBossIronBall(arg) {}
PriestBossIronBallStageRotate::~PriestBossIronBallStageRotate() = default;
bool PriestBossIronBallStageRotate::init_(sead::Heap* heap) {
return PriestBossIronBall::init_(heap);
}
void PriestBossIronBallStageRotate::enter_(ksys::act::ai::InlineParamPack* params) {
PriestBossIronBall::enter_(params);
}
void PriestBossIronBallStageRotate::leave_() {
PriestBossIronBall::leave_();
}
void PriestBossIronBallStageRotate::loadParams_() {
PriestBossIronBall::loadParams_();
getStaticParam(&mIronBallSummonRadius_s, "IronBallSummonRadius");
getStaticParam(&mIronBallSummonArchAngle_s, "IronBallSummonArchAngle");
getStaticParam(&mIronBallSummonOffsetY_s, "IronBallSummonOffsetY");
getAITreeVariable(&mIsActive_a, "IsActive");
getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit");
}
} // namespace uking::ai
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