#include "Game/Actor/AI/aiDgnObj_DLC_CogWheel_Physics_Ctr.h" namespace uking::ai { DgnObj_DLC_CogWheel_Physics_Ctr::DgnObj_DLC_CogWheel_Physics_Ctr(const InitArg& arg) : ksys::act::ai::Ai(arg) {} DgnObj_DLC_CogWheel_Physics_Ctr::~DgnObj_DLC_CogWheel_Physics_Ctr() = default; bool DgnObj_DLC_CogWheel_Physics_Ctr::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void DgnObj_DLC_CogWheel_Physics_Ctr::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void DgnObj_DLC_CogWheel_Physics_Ctr::leave_() { ksys::act::ai::Ai::leave_(); } void DgnObj_DLC_CogWheel_Physics_Ctr::loadParams_() { getStaticParam(&mStateRot_s, "StateRot"); } } // namespace uking::ai