#include "Game/Actor/AI/aiPreyNormal.h" namespace uking::ai { PreyNormal::PreyNormal(const InitArg& arg) : ksys::act::ai::Ai(arg) {} PreyNormal::~PreyNormal() = default; bool PreyNormal::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void PreyNormal::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void PreyNormal::leave_() { ksys::act::ai::Ai::leave_(); } void PreyNormal::loadParams_() { getStaticParam(&mChangeBattleStateRadius_s, "ChangeBattleStateRadius"); getStaticParam(&mCounterAttackRadius_s, "CounterAttackRadius"); getStaticParam(&mCounterAttackRate_s, "CounterAttackRate"); getStaticParam(&mAddCautionLevelVal_s, "AddCautionLevelVal"); getStaticParam(&mAutoReduceCautionLevelVal_s, "AutoReduceCautionLevelVal"); getStaticParam(&mLimitOverReduceCautionLevelVal_s, "LimitOverReduceCautionLevelVal"); getStaticParam(&mAwnRangeScaleWhenAttention_s, "AwnRangeScaleWhenAttention"); getStaticParam(&mTargetLostTime_s, "TargetLostTime"); getStaticParam(&mAllowRoarRadius_s, "AllowRoarRadius"); getStaticParam(&mEscapeWaterFlowLimit_s, "EscapeWaterFlowLimit"); getStaticParam(&mNewFoodAddTime_s, "NewFoodAddTime"); getStaticParam(&mIsUseEscapeState_s, "IsUseEscapeState"); getStaticParam(&mIsPositiveAttacker_s, "IsPositiveAttacker"); getStaticParam(&mIsSearchTarget_s, "IsSearchTarget"); getStaticParam(&mIsEmitForceEscapeSignal_s, "IsEmitForceEscapeSignal"); getStaticParam(&mIsReceivedForceEscapeSignal_s, "IsReceivedForceEscapeSignal"); getStaticParam(&mIsCheckSandStorm_s, "IsCheckSandStorm"); getMapUnitParam(&mIsLocatorCreate_m, "IsLocatorCreate"); getMapUnitParam(&mEnableNoEntryAreaCheck_m, "EnableNoEntryAreaCheck"); } } // namespace uking::ai