#include "Game/Actor/AI/aiFishRoot.h" namespace uking::ai { FishRoot::FishRoot(const InitArg& arg) : CapturedActorRoot(arg) {} FishRoot::~FishRoot() = default; bool FishRoot::init_(sead::Heap* heap) { return CapturedActorRoot::init_(heap); } void FishRoot::enter_(ksys::act::ai::InlineParamPack* params) { CapturedActorRoot::enter_(params); } void FishRoot::leave_() { CapturedActorRoot::leave_(); } void FishRoot::loadParams_() { CapturedActorRoot::loadParams_(); getStaticParam(&mInWaterDepth_s, "InWaterDepth"); getStaticParam(&mOnGroundDepth_s, "OnGroundDepth"); getStaticParam(&mNextJumpTimeBase_s, "NextJumpTimeBase"); getStaticParam(&mNextJumpTimeRand_s, "NextJumpTimeRand"); getStaticParam(&mAllowReturnThreatDist_s, "AllowReturnThreatDist"); getStaticParam(&mFrameUntilOutOfWater_s, "FrameUntilOutOfWater"); getStaticParam(&mDistRunFromPlayerOnReturn_s, "DistRunFromPlayerOnReturn"); getStaticParam(&mIgnoreFoodBase_s, "IgnoreFoodBase"); getStaticParam(&mIgnoreFoodRand_s, "IgnoreFoodRand"); getStaticParam(&mIgnoreFoodAfterSuccessBase_s, "IgnoreFoodAfterSuccessBase"); getStaticParam(&mIgnoreFoodAfterSuccessRand_s, "IgnoreFoodAfterSuccessRand"); } } // namespace uking::ai