#include "Game/Actor/AI/aiBackStepAndAttack.h" namespace uking::ai { BackStepAndAttack::BackStepAndAttack(const InitArg& arg) : ksys::act::ai::Ai(arg) {} BackStepAndAttack::~BackStepAndAttack() = default; bool BackStepAndAttack::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void BackStepAndAttack::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void BackStepAndAttack::leave_() { ksys::act::ai::Ai::leave_(); } void BackStepAndAttack::loadParams_() { getStaticParam(&mBackStepMax_s, "BackStepMax"); getStaticParam(&mTurnRepeatMax_s, "TurnRepeatMax"); getStaticParam(&mBackStepMinDist_s, "BackStepMinDist"); getStaticParam(&mBackStepDist_s, "BackStepDist"); getStaticParam(&mFrontAngle_s, "FrontAngle"); getStaticParam(&mNoBackStepRange_s, "NoBackStepRange"); getDynamicParam(&mTargetPos_d, "TargetPos"); } } // namespace uking::ai