#include "Game/Actor/AI/aiAnimalRangeKeepMove.h" namespace uking::ai { AnimalRangeKeepMove::AnimalRangeKeepMove(const InitArg& arg) : ksys::act::ai::Ai(arg) {} AnimalRangeKeepMove::~AnimalRangeKeepMove() = default; bool AnimalRangeKeepMove::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void AnimalRangeKeepMove::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void AnimalRangeKeepMove::leave_() { ksys::act::ai::Ai::leave_(); } void AnimalRangeKeepMove::loadParams_() { getStaticParam(&mBattleEndTimerMin_s, "BattleEndTimerMin"); getStaticParam(&mBattleEndTimerMax_s, "BattleEndTimerMax"); getStaticParam(&mCloseStartDist_s, "CloseStartDist"); getStaticParam(&mCloseEndDist_s, "CloseEndDist"); getStaticParam(&mLeaveStartDist_s, "LeaveStartDist"); getStaticParam(&mLeaveEndDist_s, "LeaveEndDist"); getStaticParam(&mBattleEndDist_s, "BattleEndDist"); } } // namespace uking::ai