#include "Game/Actor/AI/aiEnemyRangeKeepMove.h" namespace uking::ai { EnemyRangeKeepMove::EnemyRangeKeepMove(const InitArg& arg) : ksys::act::ai::Ai(arg) {} EnemyRangeKeepMove::~EnemyRangeKeepMove() = default; bool EnemyRangeKeepMove::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void EnemyRangeKeepMove::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void EnemyRangeKeepMove::leave_() { ksys::act::ai::Ai::leave_(); } void EnemyRangeKeepMove::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mBackTimeMin_s, "BackTimeMin"); getStaticParam(&mBackTimeMax_s, "BackTimeMax"); getStaticParam(&mLeaveTimerMin_s, "LeaveTimerMin"); getStaticParam(&mLeaveTimerMax_s, "LeaveTimerMax"); getStaticParam(&mPosVibrateFrame_s, "PosVibrateFrame"); getStaticParam(&mRotVelVibrateFrame_s, "RotVelVibrateFrame"); getStaticParam(&mCloseDist_s, "CloseDist"); getStaticParam(&mFarDist_s, "FarDist"); getStaticParam(&mOutDist_s, "OutDist"); getStaticParam(&mBaseDist_s, "BaseDist"); getStaticParam(&mSpaceDist_s, "SpaceDist"); getStaticParam(&mSpaceAngle_s, "SpaceAngle"); getStaticParam(&mNoMoveDist_s, "NoMoveDist"); getStaticParam(&mIsCheckBack_s, "IsCheckBack"); getStaticParam(&mIsCheckReachable_s, "IsCheckReachable"); getAITreeVariable(&mRefPosVibrateCheckerForAI_a, "RefPosVibrateCheckerForAI"); getAITreeVariable(&mRefVelRotVibrateCheckerforAI_a, "RefVelRotVibrateCheckerforAI"); } } // namespace uking::ai