#include "Game/AI/AI/aiLumberjackTree.h" namespace uking::ai { LumberjackTree::LumberjackTree(const InitArg& arg) : ksys::act::ai::Ai(arg) {} LumberjackTree::~LumberjackTree() = default; bool LumberjackTree::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void LumberjackTree::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void LumberjackTree::leave_() { ksys::act::ai::Ai::leave_(); } void LumberjackTree::loadParams_() { getStaticParam(&mFallInterval_s, "FallInterval"); getStaticParam(&mFellImpRate_s, "FellImpRate"); getStaticParam(&mFellRotRate_s, "FellRotRate"); getStaticParam(&mCutOffsetLower_s, "CutOffsetLower"); getStaticParam(&mCutOffsetUpper_s, "CutOffsetUpper"); getStaticParam(&mAlphaLower_s, "AlphaLower"); getStaticParam(&mAlphaSpeed_s, "AlphaSpeed"); getMapUnitParam(&mCutRate_m, "CutRate"); getMapUnitParam(&mAngleY_m, "AngleY"); getMapUnitParam(&mDropTable_m, "DropTable"); getAITreeVariable(&mLumberjackType_a, "LumberjackType"); getAITreeVariable(&mForceSetDropPos_a, "ForceSetDropPos"); getAITreeVariable(&mMoveDirection_a, "MoveDirection"); } } // namespace uking::ai