#include "Game/Actor/AI/aiEnemyTargetAction.h" namespace uking::ai { EnemyTargetAction::EnemyTargetAction(const InitArg& arg) : ksys::act::ai::Ai(arg) {} bool EnemyTargetAction::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void EnemyTargetAction::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void EnemyTargetAction::leave_() { ksys::act::ai::Ai::leave_(); } void EnemyTargetAction::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mActionDist_s, "ActionDist"); getStaticParam(&mActionDir_s, "ActionDir"); getDynamicParam(&mTargetPos_d, "TargetPos"); } } // namespace uking::ai