#include "Game/Actor/AI/aiHorseFollow.h" namespace uking::ai { HorseFollow::HorseFollow(const InitArg& arg) : ksys::act::ai::Ai(arg) {} HorseFollow::~HorseFollow() = default; bool HorseFollow::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void HorseFollow::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void HorseFollow::leave_() { ksys::act::ai::Ai::leave_(); } void HorseFollow::loadParams_() { getStaticParam(&mDistanceSuccessEnd_s, "DistanceSuccessEnd"); getStaticParam(&mDistanceMovingToward_s, "DistanceMovingToward"); getStaticParam(&mDistanceRequestingPath_s, "DistanceRequestingPath"); getStaticParam(&mDistanceGivingUp_s, "DistanceGivingUp"); getStaticParam(&mDistanceThresholdCry_s, "DistanceThresholdCry"); getStaticParam(&mDistanceCheckAvoidance_s, "DistanceCheckAvoidance"); getStaticParam(&mTargetVelocitySuccessEnd_s, "TargetVelocitySuccessEnd"); getStaticParam(&mUpdateTargetPosFrames_s, "UpdateTargetPosFrames"); getStaticParam(&mUpdateTargetPosFramesNear_s, "UpdateTargetPosFramesNear"); getStaticParam(&mSuccessEndDelays_s, "SuccessEndDelays"); getStaticParam(&mSideDistance_s, "SideDistance"); getStaticParam(&mTargetVelocityDistanceSec_s, "TargetVelocityDistanceSec"); getStaticParam(&mIsAvoidNavMeshActor_s, "IsAvoidNavMeshActor"); getStaticParam(&mIsTargetPosEqualToLeaderPos_s, "IsTargetPosEqualToLeaderPos"); getStaticParam(&mCanIgnorePlayer_s, "CanIgnorePlayer"); getStaticParam(&mSelfPositionOffsetLocal_s, "SelfPositionOffsetLocal"); getDynamicParam(&mDistanceKept_d, "DistanceKept"); getDynamicParam(&mTargetActor_d, "TargetActor"); } } // namespace uking::ai