#include "Game/Actor/AI/aiEnemyRecognizeTargetBase.h" namespace uking::ai { EnemyRecognizeTargetBase::EnemyRecognizeTargetBase(const InitArg& arg) : ksys::act::ai::Ai(arg) {} EnemyRecognizeTargetBase::~EnemyRecognizeTargetBase() = default; bool EnemyRecognizeTargetBase::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void EnemyRecognizeTargetBase::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void EnemyRecognizeTargetBase::leave_() { ksys::act::ai::Ai::leave_(); } void EnemyRecognizeTargetBase::loadParams_() { getStaticParam(&mLostTimer_s, "LostTimer"); getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mCryInterval_s, "CryInterval"); getStaticParam(&mRandomCryInterval_s, "RandomCryInterval"); getStaticParam(&mRandomCryIntervalMax_s, "RandomCryIntervalMax"); getStaticParam(&mSpreadDist_s, "SpreadDist"); getStaticParam(&mNoCryDist_s, "NoCryDist"); } } // namespace uking::ai