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#include "Game/Actor/AI/aiPriestIronBallAttack.h"
namespace uking::ai {
PriestIronBallAttack::PriestIronBallAttack(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
PriestIronBallAttack::~PriestIronBallAttack() = default;
bool PriestIronBallAttack::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void PriestIronBallAttack::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void PriestIronBallAttack::leave_() {
ksys::act::ai::Ai::leave_();
}
void PriestIronBallAttack::loadParams_() {
getStaticParam(&mSpeed_s, "Speed");
getStaticParam(&mShootPitchMin_s, "ShootPitchMin");
getStaticParam(&mShootPitchMax_s, "ShootPitchMax");
getStaticParam(&mNoise_s, "Noise");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
} // namespace uking::ai
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