#include "Game/Actor/AI/aiConditionMoveActionSelect.h" namespace uking::ai { ConditionMoveActionSelect::ConditionMoveActionSelect(const InitArg& arg) : ksys::act::ai::Ai(arg) {} ConditionMoveActionSelect::~ConditionMoveActionSelect() = default; bool ConditionMoveActionSelect::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void ConditionMoveActionSelect::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void ConditionMoveActionSelect::leave_() { ksys::act::ai::Ai::leave_(); } void ConditionMoveActionSelect::loadParams_() { getStaticParam(&mCheckLineReachable_s, "CheckLineReachable"); getDynamicParam(&mDistanceKept_d, "DistanceKept"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mTargetActor_d, "TargetActor"); } } // namespace uking::ai