#include "Game/Actor/AI/aiIAIAttack.h" namespace uking::ai { IAIAttack::IAIAttack(const InitArg& arg) : ksys::act::ai::Ai(arg) {} IAIAttack::~IAIAttack() = default; bool IAIAttack::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void IAIAttack::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void IAIAttack::leave_() { ksys::act::ai::Ai::leave_(); } void IAIAttack::loadParams_() { getStaticParam(&mOffsetLR_s, "OffsetLR"); getStaticParam(&mCloseDistLR_s, "CloseDistLR"); getStaticParam(&mClsoeDistFB_s, "ClsoeDistFB"); getDynamicParam(&mTargetPos_d, "TargetPos"); getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mIsAbleSkipNear_s, "IsAbleSkipNear"); getStaticParam(&mTiredAngle_s, "TiredAngle"); } } // namespace uking::ai