#include "Game/AI/AI/aiDoorRoot.h" namespace uking::ai { DoorRoot::DoorRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {} DoorRoot::~DoorRoot() = default; bool DoorRoot::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void DoorRoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void DoorRoot::leave_() { ksys::act::ai::Ai::leave_(); } void DoorRoot::loadParams_() { getStaticParam(&mCloseWaitFrame_s, "CloseWaitFrame"); getStaticParam(&mIsCheckBack_s, "IsCheckBack"); getStaticParam(&mOpen_L_AS_s, "Open_L_AS"); getStaticParam(&mOpen_R_AS_s, "Open_R_AS"); getStaticParam(&mClose_L_AS_s, "Close_L_AS"); getStaticParam(&mClose_R_AS_s, "Close_R_AS"); getMapUnitParam(&mNpcCanOpenFlag_m, "NpcCanOpenFlag"); getAITreeVariable(&mIsOpenDoor_a, "IsOpenDoor"); getAITreeVariable(&mIsOpenToInside_a, "IsOpenToInside"); } } // namespace uking::ai