#include "Game/Actor/AI/aiNavMeshTurnAwayFromHitPos.h" namespace uking::ai { NavMeshTurnAwayFromHitPos::NavMeshTurnAwayFromHitPos(const InitArg& arg) : ksys::act::ai::Ai(arg) {} NavMeshTurnAwayFromHitPos::~NavMeshTurnAwayFromHitPos() = default; bool NavMeshTurnAwayFromHitPos::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void NavMeshTurnAwayFromHitPos::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void NavMeshTurnAwayFromHitPos::leave_() { ksys::act::ai::Ai::leave_(); } void NavMeshTurnAwayFromHitPos::loadParams_() { getStaticParam(&mNumLOSCheckMax_s, "NumLOSCheckMax"); getStaticParam(&mLOSCheckLength_s, "LOSCheckLength"); getStaticParam(&mMoveToSafePosAfterTurn_s, "MoveToSafePosAfterTurn"); getDynamicParam(&mHitPos_d, "HitPos"); getDynamicParam(&mTargetPos_d, "TargetPos"); } } // namespace uking::ai