#include "Game/Actor/AI/aiLynelNoticeAttacked.h" namespace uking::ai { LynelNoticeAttacked::LynelNoticeAttacked(const InitArg& arg) : ksys::act::ai::Ai(arg) {} LynelNoticeAttacked::~LynelNoticeAttacked() = default; bool LynelNoticeAttacked::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void LynelNoticeAttacked::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void LynelNoticeAttacked::leave_() { ksys::act::ai::Ai::leave_(); } void LynelNoticeAttacked::loadParams_() { getStaticParam(&mRepeatMax_s, "RepeatMax"); getStaticParam(&mRepeatResetTime_s, "RepeatResetTime"); getStaticParam(&mForceReturnDistFromHomePos_s, "ForceReturnDistFromHomePos"); getDynamicParam(&mTargetPos_d, "TargetPos"); getAITreeVariable(&mLynelNoticeAttackRepeatNum_a, "LynelNoticeAttackRepeatNum"); } } // namespace uking::ai