#include "Game/Actor/AI/aiPreyDead.h" namespace uking::ai { PreyDead::PreyDead(const InitArg& arg) : ksys::act::ai::Ai(arg) {} PreyDead::~PreyDead() = default; bool PreyDead::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void PreyDead::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void PreyDead::leave_() { ksys::act::ai::Ai::leave_(); } void PreyDead::loadParams_() { getStaticParam(&mSendRadius_s, "SendRadius"); getStaticParam(&mIsEmitForceEscapeSignal_s, "IsEmitForceEscapeSignal"); } } // namespace uking::ai