#include "Game/Actor/AI/aiMoveToCameraFrontXZ.h" namespace uking::ai { MoveToCameraFrontXZ::MoveToCameraFrontXZ(const InitArg& arg) : ksys::act::ai::Ai(arg) {} MoveToCameraFrontXZ::~MoveToCameraFrontXZ() = default; bool MoveToCameraFrontXZ::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void MoveToCameraFrontXZ::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void MoveToCameraFrontXZ::leave_() { ksys::act::ai::Ai::leave_(); } void MoveToCameraFrontXZ::loadParams_() { getStaticParam(&mReverseTimer_s, "ReverseTimer"); getStaticParam(&mReverseCount_s, "ReverseCount"); getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mDistFromPlayer_s, "DistFromPlayer"); getStaticParam(&mMinDistFromPlayer_s, "MinDistFromPlayer"); getStaticParam(&mAvoidPlayerDist_s, "AvoidPlayerDist"); getStaticParam(&mAddLineCheckNavRadius_s, "AddLineCheckNavRadius"); getStaticParam(&mReachableRadius_s, "ReachableRadius"); getStaticParam(&mIsSuccessByLineReachable_s, "IsSuccessByLineReachable"); } } // namespace uking::ai