#include "Game/Actor/AI/aiNavMoveTarget.h" namespace uking::ai { NavMoveTarget::NavMoveTarget(const InitArg& arg) : ksys::act::ai::Ai(arg) {} NavMoveTarget::~NavMoveTarget() = default; bool NavMoveTarget::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void NavMoveTarget::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void NavMoveTarget::leave_() { ksys::act::ai::Ai::leave_(); } void NavMoveTarget::loadParams_() { getStaticParam(&mVibrateCheckTime_s, "VibrateCheckTime"); getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mReachTargetArea_s, "ReachTargetArea"); getStaticParam(&mRepathTime_s, "RepathTime"); getStaticParam(&mTooFarDist_s, "TooFarDist"); getStaticParam(&mUseCharacterRadius_s, "UseCharacterRadius"); getDynamicParam(&mTargetPos_d, "TargetPos"); getAITreeVariable(&mRefPosVibrateCheckerForAI_a, "RefPosVibrateCheckerForAI"); getAITreeVariable(&mRefVelRotVibrateCheckerforAI_a, "RefVelRotVibrateCheckerforAI"); getStaticParam(&mIsLastLineReachCheck_s, "IsLastLineReachCheck"); getStaticParam(&mRotVibrateCheckTime_s, "RotVibrateCheckTime"); } } // namespace uking::ai