#include "Game/Actor/AI/aiAssassinShooterBattle.h" namespace uking::ai { AssassinShooterBattle::AssassinShooterBattle(const InitArg& arg) : ksys::act::ai::Ai(arg) {} AssassinShooterBattle::~AssassinShooterBattle() = default; bool AssassinShooterBattle::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void AssassinShooterBattle::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void AssassinShooterBattle::leave_() { ksys::act::ai::Ai::leave_(); } void AssassinShooterBattle::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mTiredTime_s, "TiredTime"); getStaticParam(&mWarpDistNear_s, "WarpDistNear"); getStaticParam(&mWarpDistFar_s, "WarpDistFar"); getStaticParam(&mTerritoryDist_s, "TerritoryDist"); getStaticParam(&mTiredGrHeight_s, "TiredGrHeight"); getStaticParam(&mIntervalIntensity_s, "IntervalIntensity"); } } // namespace uking::ai