#include "Game/Actor/AI/aiFlyingEnemyDistanceKeepMove.h" namespace uking::ai { FlyingEnemyDistanceKeepMove::FlyingEnemyDistanceKeepMove(const InitArg& arg) : ksys::act::ai::Ai(arg) {} FlyingEnemyDistanceKeepMove::~FlyingEnemyDistanceKeepMove() = default; bool FlyingEnemyDistanceKeepMove::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void FlyingEnemyDistanceKeepMove::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void FlyingEnemyDistanceKeepMove::leave_() { ksys::act::ai::Ai::leave_(); } void FlyingEnemyDistanceKeepMove::loadParams_() { getStaticParam(&mLostDistance_s, "LostDistance"); getStaticParam(&mAngleRange_s, "AngleRange"); getStaticParam(&mSpaceDistance_s, "SpaceDistance"); getStaticParam(&mNearDist_s, "NearDist"); getStaticParam(&mFarDist_s, "FarDist"); getStaticParam(&mBaseDist_s, "BaseDist"); getStaticParam(&mBaseHeight_s, "BaseHeight"); getStaticParam(&mLowHeight_s, "LowHeight"); getStaticParam(&mHighHeight_s, "HighHeight"); } } // namespace uking::ai