#include "Game/Actor/AI/aiInvincibleNearTarget.h" namespace uking::ai { InvincibleNearTarget::InvincibleNearTarget(const InitArg& arg) : InvincibleNearTargetBase(arg) {} InvincibleNearTarget::~InvincibleNearTarget() = default; bool InvincibleNearTarget::init_(sead::Heap* heap) { return InvincibleNearTargetBase::init_(heap); } void InvincibleNearTarget::enter_(ksys::act::ai::InlineParamPack* params) { InvincibleNearTargetBase::enter_(params); } void InvincibleNearTarget::leave_() { InvincibleNearTargetBase::leave_(); } void InvincibleNearTarget::loadParams_() { InvincibleNearTargetBase::loadParams_(); getStaticParam(&mGuardEndTime_s, "GuardEndTime"); getStaticParam(&mGuardStartAngle_s, "GuardStartAngle"); getStaticParam(&mGuardEndAngle_s, "GuardEndAngle"); } } // namespace uking::ai