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#include "Game/Actor/AI/aiPriestBossWalkAttack.h"
namespace uking::ai {
PriestBossWalkAttack::PriestBossWalkAttack(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
PriestBossWalkAttack::~PriestBossWalkAttack() = default;
bool PriestBossWalkAttack::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void PriestBossWalkAttack::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void PriestBossWalkAttack::leave_() {
ksys::act::ai::Ai::leave_();
}
void PriestBossWalkAttack::loadParams_() {
getStaticParam(&mAtDirType_s, "AtDirType");
getStaticParam(&mAtAttr_s, "AtAttr");
getStaticParam(&mAtType_s, "AtType");
getStaticParam(&mAtShieldBreakPower_s, "AtShieldBreakPower");
getStaticParam(&mAtImpact_s, "AtImpact");
getStaticParam(&mAtPowerReduce_s, "AtPowerReduce");
getStaticParam(&mAtPower_s, "AtPower");
getStaticParam(&mAtDamage_s, "AtDamage");
getStaticParam(&mGoalDistanceTolerance_s, "GoalDistanceTolerance");
getStaticParam(&mAngleNeedTurn_s, "AngleNeedTurn");
getDynamicParam(&mTargetPos_d, "TargetPos");
getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit");
}
} // namespace uking::ai
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