#include "Game/Actor/AI/aiEnemyLost.h" namespace uking::ai { EnemyLost::EnemyLost(const InitArg& arg) : ksys::act::ai::Ai(arg) {} EnemyLost::~EnemyLost() = default; bool EnemyLost::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void EnemyLost::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void EnemyLost::leave_() { ksys::act::ai::Ai::leave_(); } void EnemyLost::loadParams_() { getDynamicParam(&mTargetPos_d, "TargetPos"); getStaticParam(&mRailCheckInterval_s, "RailCheckInterval"); getStaticParam(&mSealForceReturn_s, "SealForceReturn"); getStaticParam(&mForceReturnNoCameraRad_s, "ForceReturnNoCameraRad"); } } // namespace uking::ai