#include "Game/Actor/AI/aiNPCConfrontEnemy.h" namespace uking::ai { NPCConfrontEnemy::NPCConfrontEnemy(const InitArg& arg) : ksys::act::ai::Ai(arg) {} NPCConfrontEnemy::~NPCConfrontEnemy() = default; bool NPCConfrontEnemy::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void NPCConfrontEnemy::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void NPCConfrontEnemy::leave_() { ksys::act::ai::Ai::leave_(); } void NPCConfrontEnemy::loadParams_() { getStaticParam(&mReleaseDistance_s, "ReleaseDistance"); getStaticParam(&mReleaseTime_s, "ReleaseTime"); getStaticParam(&mRewardDistance_s, "RewardDistance"); getStaticParam(&mTerrorDistAfterPlayerRescue_s, "TerrorDistAfterPlayerRescue"); getDynamicParam(&mTerrorLevel_d, "TerrorLevel"); getDynamicParam(&mTerrorLayer_d, "TerrorLayer"); getDynamicParam(&mIsReturnFromDemo_d, "IsReturnFromDemo"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mTargetVel_d, "TargetVel"); getMapUnitParam(&mTerritoryArea_m, "TerritoryArea"); } } // namespace uking::ai