#include "Game/Actor/AI/aiAnimalBattleAggressive.h" namespace uking::ai { AnimalBattleAggressive::AnimalBattleAggressive(const InitArg& arg) : EnemyBattle(arg) {} AnimalBattleAggressive::~AnimalBattleAggressive() = default; bool AnimalBattleAggressive::init_(sead::Heap* heap) { return EnemyBattle::init_(heap); } void AnimalBattleAggressive::enter_(ksys::act::ai::InlineParamPack* params) { EnemyBattle::enter_(params); } void AnimalBattleAggressive::leave_() { EnemyBattle::leave_(); } void AnimalBattleAggressive::loadParams_() { EnemyBattle::loadParams_(); getStaticParam(&mForceAttackTimer_s, "ForceAttackTimer"); getStaticParam(&mCounterAttackTimer_s, "CounterAttackTimer"); getStaticParam(&mForceAttackRange_s, "ForceAttackRange"); getStaticParam(&mCounterAttackRange_s, "CounterAttackRange"); getAITreeVariable(&mAnimalEnableCounterFlag_a, "AnimalEnableCounterFlag"); } } // namespace uking::ai