#include "Game/Actor/AI/aiAnimalRangeKeepMoveWithLOS.h" namespace uking::ai { AnimalRangeKeepMoveWithLOS::AnimalRangeKeepMoveWithLOS(const InitArg& arg) : ksys::act::ai::Ai(arg) {} AnimalRangeKeepMoveWithLOS::~AnimalRangeKeepMoveWithLOS() = default; bool AnimalRangeKeepMoveWithLOS::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void AnimalRangeKeepMoveWithLOS::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void AnimalRangeKeepMoveWithLOS::leave_() { ksys::act::ai::Ai::leave_(); } void AnimalRangeKeepMoveWithLOS::loadParams_() { getStaticParam(&mFindPathBeginTimer_s, "FindPathBeginTimer"); getStaticParam(&mNoPathTimer_s, "NoPathTimer"); getStaticParam(&mCloseStartDist_s, "CloseStartDist"); getStaticParam(&mCloseEndDist_s, "CloseEndDist"); getStaticParam(&mLeaveStartDist_s, "LeaveStartDist"); getStaticParam(&mLeaveEndDist_s, "LeaveEndDist"); getStaticParam(&mBattleEndDist_s, "BattleEndDist"); getStaticParam(&mDistFailOnUnreachablePath_s, "DistFailOnUnreachablePath"); } } // namespace uking::ai