#include "Game/Actor/AI/aiEnemyRoot.h" namespace uking::ai { EnemyRoot::EnemyRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {} EnemyRoot::~EnemyRoot() = default; bool EnemyRoot::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void EnemyRoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void EnemyRoot::leave_() { ksys::act::ai::Ai::leave_(); } void EnemyRoot::loadParams_() { getStaticParam(&mInWaterDepth_s, "InWaterDepth"); getStaticParam(&mOutOfWaterOffset_s, "OutOfWaterOffset"); getStaticParam(&mSpreadDist_s, "SpreadDist"); getStaticParam(&mSmallSpreadDist_s, "SmallSpreadDist"); getStaticParam(&mFortressTag_s, "FortressTag"); getStaticParam(&mIgnoreHell_s, "IgnoreHell"); getMapUnitParam(&mIsNearCreate_m, "IsNearCreate"); getMapUnitParam(&mEquipItem1_m, "EquipItem1"); getMapUnitParam(&mEquipItem2_m, "EquipItem2"); getMapUnitParam(&mEquipItem3_m, "EquipItem3"); getMapUnitParam(&mEquipItem4_m, "EquipItem4"); getMapUnitParam(&mRideHorseName_m, "RideHorseName"); getAITreeVariable(&mCreateDeadConditionType_a, "CreateDeadConditionType"); getAITreeVariable(&mForceSealSilentKillCount_a, "ForceSealSilentKillCount"); getAITreeVariable(&mIsTrgChangeUnderWaterState_a, "IsTrgChangeUnderWaterState"); } } // namespace uking::ai