#include "Game/Actor/AI/aiEnemyWatchKeepingWait.h" namespace uking::ai { EnemyWatchKeepingWait::EnemyWatchKeepingWait(const InitArg& arg) : ksys::act::ai::Ai(arg) {} EnemyWatchKeepingWait::~EnemyWatchKeepingWait() = default; bool EnemyWatchKeepingWait::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void EnemyWatchKeepingWait::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void EnemyWatchKeepingWait::leave_() { ksys::act::ai::Ai::leave_(); } void EnemyWatchKeepingWait::loadParams_() { getStaticParam(&mIdleCheckMin_s, "IdleCheckMin"); getStaticParam(&mIdleCheckMax_s, "IdleCheckMax"); getStaticParam(&mIdlePer_s, "IdlePer"); getMapUnitParam(&mRotAngle_m, "RotAngle"); getMapUnitParam(&mWaitTime_m, "WaitTime"); } } // namespace uking::ai