#include "Game/Actor/AI/aiInWaterSelect.h" namespace uking::ai { InWaterSelect::InWaterSelect(const InitArg& arg) : ksys::act::ai::Ai(arg) {} InWaterSelect::~InWaterSelect() = default; bool InWaterSelect::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void InWaterSelect::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void InWaterSelect::leave_() { ksys::act::ai::Ai::leave_(); } void InWaterSelect::loadParams_() { getStaticParam(&mInWaterDepth_s, "InWaterDepth"); getStaticParam(&mOutWaterDepth_s, "OutWaterDepth"); getStaticParam(&mIsCheckEveryFrame_s, "IsCheckEveryFrame"); getStaticParam(&mIsForceChange_s, "IsForceChange"); } } // namespace uking::ai