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#include "Game/Actor/AI/aiPriestBossShadowCloneThrow.h"
namespace uking::ai {
PriestBossShadowCloneThrow::PriestBossShadowCloneThrow(const InitArg& arg)
: ksys::act::ai::Ai(arg) {}
PriestBossShadowCloneThrow::~PriestBossShadowCloneThrow() = default;
bool PriestBossShadowCloneThrow::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void PriestBossShadowCloneThrow::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void PriestBossShadowCloneThrow::leave_() {
ksys::act::ai::Ai::leave_();
}
void PriestBossShadowCloneThrow::loadParams_() {
getStaticParam(&mShadowCloneOffsetY_s, "ShadowCloneOffsetY");
getStaticParam(&mShadowCloneRadius_s, "ShadowCloneRadius");
getStaticParam(&mShadowCloneAngleOffset_s, "ShadowCloneAngleOffset");
getStaticParam(&mPrepareTimer_s, "PrepareTimer");
getStaticParam(&mShadowCloneLefeBoneName_s, "ShadowCloneLefeBoneName");
getStaticParam(&mShadowCloneRightBoneName_s, "ShadowCloneRightBoneName");
getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit");
}
} // namespace uking::ai
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