#include "Game/Actor/AI/aiLynelAttackThroughMove.h" namespace uking::ai { LynelAttackThroughMove::LynelAttackThroughMove(const InitArg& arg) : ksys::act::ai::Ai(arg) {} LynelAttackThroughMove::~LynelAttackThroughMove() = default; bool LynelAttackThroughMove::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void LynelAttackThroughMove::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void LynelAttackThroughMove::leave_() { ksys::act::ai::Ai::leave_(); } void LynelAttackThroughMove::loadParams_() { getStaticParam(&mSideOffsetDirType_s, "SideOffsetDirType"); getStaticParam(&mCliffFailTime_s, "CliffFailTime"); getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mSideOffset_s, "SideOffset"); getStaticParam(&mThroughDist_s, "ThroughDist"); getStaticParam(&mAcceptableRadius_s, "AcceptableRadius"); getStaticParam(&mFrontAngle_s, "FrontAngle"); getDynamicParam(&mTargetPos_d, "TargetPos"); } } // namespace uking::ai