#include "Game/Actor/AI/aiEnemyFindShootable.h" namespace uking::ai { EnemyFindShootable::EnemyFindShootable(const InitArg& arg) : ksys::act::ai::Ai(arg) {} bool EnemyFindShootable::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void EnemyFindShootable::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void EnemyFindShootable::leave_() { ksys::act::ai::Ai::leave_(); } void EnemyFindShootable::loadParams_() { getDynamicParam(&mTargetActor_d, "TargetActor"); getStaticParam(&mAttOffset_s, "AttOffset"); getStaticParam(&mCanGrabHeavy_s, "CanGrabHeavy"); getStaticParam(&mGrabCheckRadius_s, "GrabCheckRadius"); getStaticParam(&mChaseItemDist_s, "ChaseItemDist"); getStaticParam(&mChaseItemSpeed_s, "ChaseItemSpeed"); } } // namespace uking::ai