#include "Game/Actor/AI/aiAssassinBattle.h" namespace uking::ai { AssassinBattle::AssassinBattle(const InitArg& arg) : ksys::act::ai::Ai(arg) {} AssassinBattle::~AssassinBattle() = default; bool AssassinBattle::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void AssassinBattle::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void AssassinBattle::leave_() { ksys::act::ai::Ai::leave_(); } void AssassinBattle::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mTiredTime_s, "TiredTime"); getStaticParam(&mWarpDist_s, "WarpDist"); getStaticParam(&mBattleBaseDist_s, "BattleBaseDist"); getStaticParam(&mFirstAttackResetDist_s, "FirstAttackResetDist"); getStaticParam(&mBattleDistOutDist_s, "BattleDistOutDist"); getStaticParam(&mFirstAttackAngle_s, "FirstAttackAngle"); getStaticParam(&mTiredDist_s, "TiredDist"); getStaticParam(&mFirstAttackDist_s, "FirstAttackDist"); getStaticParam(&mNearTiredOffset_s, "NearTiredOffset"); getMapUnitParam(&mTerritoryArea_m, "TerritoryArea"); } } // namespace uking::ai