#include "Game/Actor/AI/aiPreyRoot.h" namespace uking::ai { PreyRoot::PreyRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {} PreyRoot::~PreyRoot() = default; bool PreyRoot::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void PreyRoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void PreyRoot::leave_() { ksys::act::ai::Ai::leave_(); } void PreyRoot::loadParams_() { getStaticParam(&mAfterEscapeForceEndState_s, "AfterEscapeForceEndState"); getStaticParam(&mInWaterDepth_s, "InWaterDepth"); getStaticParam(&mEscapeForceEndTime_s, "EscapeForceEndTime"); getStaticParam(&mIsCheckFreeFall_s, "IsCheckFreeFall"); getStaticParam(&mIsCheckStuckConsiderY_s, "IsCheckStuckConsiderY"); getStaticParam(&mIsUseWeakForcePushOutside_s, "IsUseWeakForcePushOutside"); getStaticParam(&mIsEnableEscapeForceEndCheck_s, "IsEnableEscapeForceEndCheck"); getAITreeVariable(&mCreateDeadConditionType_a, "CreateDeadConditionType"); getAITreeVariable(&mFramesStuckOnTerrain_a, "FramesStuckOnTerrain"); getAITreeVariable(&mIsStuckOnTerrain_a, "IsStuckOnTerrain"); getAITreeVariable(&mIsChangeableStateFreeFall_a, "IsChangeableStateFreeFall"); getAITreeVariable(&mIsUseTerritory_a, "IsUseTerritory"); } } // namespace uking::ai