#include "Game/Actor/AI/aiLynelRecognizeTarget.h" namespace uking::ai { LynelRecognizeTarget::LynelRecognizeTarget(const InitArg& arg) : ksys::act::ai::Ai(arg) {} LynelRecognizeTarget::~LynelRecognizeTarget() = default; bool LynelRecognizeTarget::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void LynelRecognizeTarget::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void LynelRecognizeTarget::leave_() { ksys::act::ai::Ai::leave_(); } void LynelRecognizeTarget::loadParams_() { getStaticParam(&mAttensionStartPoint_s, "AttensionStartPoint"); getStaticParam(&mObserveEndPoint_s, "ObserveEndPoint"); getStaticParam(&mDrawnWeaponPoint_s, "DrawnWeaponPoint"); getStaticParam(&mWeaponAimPoint_s, "WeaponAimPoint"); getStaticParam(&mAttackPoint_s, "AttackPoint"); getStaticParam(&mDashPoint_s, "DashPoint"); getStaticParam(&mAppPoint_s, "AppPoint"); getStaticParam(&mHorseRidePoint_s, "HorseRidePoint"); getStaticParam(&mDamagePoint_s, "DamagePoint"); getStaticParam(&mTrickedMaskPoint_s, "TrickedMaskPoint"); getStaticParam(&mBombPoint_s, "BombPoint"); getStaticParam(&mAimPoint_s, "AimPoint"); getStaticParam(&mNearDistPoint_s, "NearDistPoint"); getStaticParam(&mMiddleDistPoint_s, "MiddleDistPoint"); getStaticParam(&mTiredTime_s, "TiredTime"); getStaticParam(&mTiredPoint_s, "TiredPoint"); getStaticParam(&mForceBattleStartTime_s, "ForceBattleStartTime"); getStaticParam(&mNearDistance_s, "NearDistance"); getStaticParam(&mFarDistance_s, "FarDistance"); getStaticParam(&mAimAngle_s, "AimAngle"); getMapUnitParam(&mIsNearCreate_m, "IsNearCreate"); getAITreeVariable(&mLynelAIFlags_a, "LynelAIFlags"); getAITreeVariable(&mLynelAreaAlarmPoint_a, "LynelAreaAlarmPoint"); } } // namespace uking::ai