#include "Game/Actor/AI/aiEnemyShieldSearchOrBattle.h" namespace uking::ai { EnemyShieldSearchOrBattle::EnemyShieldSearchOrBattle(const InitArg& arg) : ksys::act::ai::Ai(arg) {} EnemyShieldSearchOrBattle::~EnemyShieldSearchOrBattle() = default; bool EnemyShieldSearchOrBattle::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void EnemyShieldSearchOrBattle::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void EnemyShieldSearchOrBattle::leave_() { ksys::act::ai::Ai::leave_(); } void EnemyShieldSearchOrBattle::loadParams_() { getStaticParam(&mShieldIdx_s, "ShieldIdx"); getStaticParam(&mSearchShieldDist_s, "SearchShieldDist"); getStaticParam(&mNoShieldSearchDist_s, "NoShieldSearchDist"); getStaticParam(&mNoShieldTargetNearDist_s, "NoShieldTargetNearDist"); getStaticParam(&mShieldReachDist_s, "ShieldReachDist"); getDynamicParam(&mTargetPos_d, "TargetPos"); getStaticParam(&mNoShieldEquipWpIdx_s, "NoShieldEquipWpIdx"); } } // namespace uking::ai