#include "Game/Actor/AI/aiMoveToTargetCollisionFeedback.h" namespace uking::ai { MoveToTargetCollisionFeedback::MoveToTargetCollisionFeedback(const InitArg& arg) : ksys::act::ai::Ai(arg) {} MoveToTargetCollisionFeedback::~MoveToTargetCollisionFeedback() = default; bool MoveToTargetCollisionFeedback::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void MoveToTargetCollisionFeedback::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void MoveToTargetCollisionFeedback::leave_() { ksys::act::ai::Ai::leave_(); } void MoveToTargetCollisionFeedback::loadParams_() { getStaticParam(&mCooldownFramesTargetAdjust_s, "CooldownFramesTargetAdjust"); getStaticParam(&mFramesUntilRetryOriginalPos_s, "FramesUntilRetryOriginalPos"); getStaticParam(&mIdealDepthMin_s, "IdealDepthMin"); getStaticParam(&mIdealDepthMax_s, "IdealDepthMax"); getStaticParam(&mIgnoreYComponentThreshold_s, "IgnoreYComponentThreshold"); getStaticParam(&mUseMoveAwayFromPos_s, "UseMoveAwayFromPos"); getStaticParam(&mRetryOriginalPos_s, "RetryOriginalPos"); getStaticParam(&mIsAdjustDepthOnCollision_s, "IsAdjustDepthOnCollision"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mMoveAwayFromPos_d, "MoveAwayFromPos"); } } // namespace uking::ai