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