#include "Game/AI/Action/actionNPCEscape.h" namespace uking::action { NPCEscape::NPCEscape(const InitArg& arg) : RandomMoveAction(arg) {} NPCEscape::~NPCEscape() = default; bool NPCEscape::init_(sead::Heap* heap) { return RandomMoveAction::init_(heap); } void NPCEscape::enter_(ksys::act::ai::InlineParamPack* params) { RandomMoveAction::enter_(params); } void NPCEscape::leave_() { RandomMoveAction::leave_(); } void NPCEscape::loadParams_() { RandomMoveAction::loadParams_(); getStaticParam(&mWallHitTime_s, "WallHitTime"); getStaticParam(&mStopTime_s, "StopTime"); getStaticParam(&mMaxDistance_s, "MaxDistance"); getStaticParam(&mMinDistance_s, "MinDistance"); getStaticParam(&mAngularRange_s, "AngularRange"); getStaticParam(&mVerticalEscapeSpeed_s, "VerticalEscapeSpeed"); getStaticParam(&mIsTurnToTargetPos_s, "IsTurnToTargetPos"); getStaticParam(&mASName_s, "ASName"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mTargetVel_d, "TargetVel"); getMapUnitParam(&mTerritoryArea_m, "TerritoryArea"); } void NPCEscape::calc_() { RandomMoveAction::calc_(); } } // namespace uking::action