#include "Game/Actor/AI/aiLandHumEnemyFindPlayer.h" namespace uking::ai { LandHumEnemyFindPlayer::LandHumEnemyFindPlayer(const InitArg& arg) : EnemyBaseFindPlayer(arg) {} LandHumEnemyFindPlayer::~LandHumEnemyFindPlayer() = default; void LandHumEnemyFindPlayer::enter_(ksys::act::ai::InlineParamPack* params) { EnemyBaseFindPlayer::enter_(params); } void LandHumEnemyFindPlayer::leave_() { EnemyBaseFindPlayer::leave_(); } void LandHumEnemyFindPlayer::loadParams_() { EnemyBaseFindPlayer::loadParams_(); getStaticParam(&mExplosivesAvoidDist_s, "ExplosivesAvoidDist"); getStaticParam(&mExplosivesAvoidSpeed_s, "ExplosivesAvoidSpeed"); getStaticParam(&mExplosivesAvoidAng_s, "ExplosivesAvoidAng"); getStaticParam(&mChemicalSearchDist_s, "ChemicalSearchDist"); getStaticParam(&mNoSearchDist_s, "NoSearchDist"); getStaticParam(&mVoltage_s, "Voltage"); getStaticParam(&mChemicalActionDist_s, "ChemicalActionDist"); getStaticParam(&mThrowWeaponPer_s, "ThrowWeaponPer"); getStaticParam(&mThrowWeaponDist_s, "ThrowWeaponDist"); getStaticParam(&mNoChemSearchWpIdx_s, "NoChemSearchWpIdx"); getStaticParam(&mNoBurnWaterDepth_s, "NoBurnWaterDepth"); getStaticParam(&mNearScaffoldDist_s, "NearScaffoldDist"); getStaticParam(&mClimbVmin_s, "ClimbVmin"); getStaticParam(&mClimbVmax_s, "ClimbVmax"); getStaticParam(&mClimbHmax_s, "ClimbHmax"); } } // namespace uking::ai