#include "Game/Actor/AI/aiInvincibleNearTargetBase.h" namespace uking::ai { InvincibleNearTargetBase::InvincibleNearTargetBase(const InitArg& arg) : ksys::act::ai::Ai(arg) {} InvincibleNearTargetBase::~InvincibleNearTargetBase() = default; bool InvincibleNearTargetBase::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void InvincibleNearTargetBase::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void InvincibleNearTargetBase::leave_() { ksys::act::ai::Ai::leave_(); } void InvincibleNearTargetBase::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mBaseDist_s, "BaseDist"); getStaticParam(&mGuardStartDist_s, "GuardStartDist"); getStaticParam(&mGuardEndDist_s, "GuardEndDist"); getDynamicParam(&mTargetPos_d, "TargetPos"); } } // namespace uking::ai