#include "Game/Actor/AI/aiNpcMoveToAnchor.h" namespace uking::ai { NpcMoveToAnchor::NpcMoveToAnchor(const InitArg& arg) : ksys::act::ai::Ai(arg) {} NpcMoveToAnchor::~NpcMoveToAnchor() = default; bool NpcMoveToAnchor::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void NpcMoveToAnchor::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void NpcMoveToAnchor::leave_() { ksys::act::ai::Ai::leave_(); } void NpcMoveToAnchor::loadParams_() { getDynamicParam(&mIsTurnToAnchorDir_d, "IsTurnToAnchorDir"); getDynamicParam(&mIsAlignmentAnchor_d, "IsAlignmentAnchor"); getDynamicParam(&mAnchorName_d, "AnchorName"); getDynamicParam(&mAnchorUniqueName_d, "AnchorUniqueName"); getDynamicParam(&mASKeyName_d, "ASKeyName"); } } // namespace uking::ai