#include "Game/Actor/AI/aiLumberjackFallenTree.h" namespace uking::ai { LumberjackFallenTree::LumberjackFallenTree(const InitArg& arg) : ksys::act::ai::Ai(arg) {} LumberjackFallenTree::~LumberjackFallenTree() = default; bool LumberjackFallenTree::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void LumberjackFallenTree::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void LumberjackFallenTree::leave_() { ksys::act::ai::Ai::leave_(); } void LumberjackFallenTree::loadParams_() { getStaticParam(&mToLogAngVel_s, "ToLogAngVel"); getStaticParam(&mMaxCheckAng_s, "MaxCheckAng"); getStaticParam(&mCheckDis_s, "CheckDis"); getStaticParam(&mCheckHeightRate_s, "CheckHeightRate"); getStaticParam(&mTerrorRegistAng_s, "TerrorRegistAng"); getStaticParam(&mTerrorUnregistTimelimit_s, "TerrorUnregistTimelimit"); getStaticParam(&mNoiseLevel_s, "NoiseLevel"); getStaticParam(&mIsCheckHeight_s, "IsCheckHeight"); getStaticParam(&mTerrorOffsetPos4Falling_s, "TerrorOffsetPos4Falling"); getAITreeVariable(&mLumberjackType_a, "LumberjackType"); getAITreeVariable(&mForceSetDropPos_a, "ForceSetDropPos"); getAITreeVariable(&mMoveDirection_a, "MoveDirection"); } } // namespace uking::ai