#include "Game/Actor/AI/aiEnemyNoiseTarget.h" namespace uking::ai { EnemyNoiseTarget::EnemyNoiseTarget(const InitArg& arg) : ksys::act::ai::Ai(arg) {} EnemyNoiseTarget::~EnemyNoiseTarget() = default; bool EnemyNoiseTarget::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void EnemyNoiseTarget::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void EnemyNoiseTarget::leave_() { ksys::act::ai::Ai::leave_(); } void EnemyNoiseTarget::loadParams_() { getStaticParam(&mLostTime_s, "LostTime"); getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mRerouteTimeMin_s, "RerouteTimeMin"); getStaticParam(&mRerouteTimeMax_s, "RerouteTimeMax"); getStaticParam(&mNearDist_s, "NearDist"); getStaticParam(&mFarDist_s, "FarDist"); getStaticParam(&mShieldIdx_s, "ShieldIdx"); getStaticParam(&mSearchShieldDist_s, "SearchShieldDist"); getStaticParam(&mNoShieldSearchDist_s, "NoShieldSearchDist"); getStaticParam(&mUnReachableToRepathDist_s, "UnReachableToRepathDist"); getStaticParam(&mNoShieldEquipWpIdx_s, "NoShieldEquipWpIdx"); getStaticParam(&mTooFarPathDist_s, "TooFarPathDist"); getAITreeVariable(&mIsTrgChangeUnderWaterState_a, "IsTrgChangeUnderWaterState"); } } // namespace uking::ai