#include "Game/AI/AI/aiSunazarashiRoot.h" namespace uking::ai { SunazarashiRoot::SunazarashiRoot(const InitArg& arg) : PreyRoot(arg) {} SunazarashiRoot::~SunazarashiRoot() = default; bool SunazarashiRoot::init_(sead::Heap* heap) { return PreyRoot::init_(heap); } void SunazarashiRoot::enter_(ksys::act::ai::InlineParamPack* params) { PreyRoot::enter_(params); } void SunazarashiRoot::leave_() { PreyRoot::leave_(); } void SunazarashiRoot::loadParams_() { PreyRoot::loadParams_(); getStaticParam(&mStunNoiseLevel_s, "StunNoiseLevel"); getStaticParam(&mClashSpeed_s, "ClashSpeed"); getStaticParam(&mClashAngle_s, "ClashAngle"); getStaticParam(&mEnableHangAlways_s, "EnableHangAlways"); getMapUnitParam(&mForbidSystemDeleteDistance_m, "ForbidSystemDeleteDistance"); getAITreeVariable(&mSunazarashiReturnPos_a, "SunazarashiReturnPos"); } } // namespace uking::ai