#include "Game/Actor/AI/aiSeqPursuit.h" namespace uking::ai { SeqPursuit::SeqPursuit(const InitArg& arg) : SeqTwoAction(arg) {} SeqPursuit::~SeqPursuit() = default; bool SeqPursuit::init_(sead::Heap* heap) { return SeqTwoAction::init_(heap); } void SeqPursuit::enter_(ksys::act::ai::InlineParamPack* params) { SeqTwoAction::enter_(params); } void SeqPursuit::leave_() { SeqTwoAction::leave_(); } void SeqPursuit::loadParams_() { SeqTwoAction::loadParams_(); getStaticParam(&mPursuitPer_s, "PursuitPer"); getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mPursuitDist_s, "PursuitDist"); getStaticParam(&mIsEndPursuit_s, "IsEndPursuit"); getStaticParam(&mIsGuardNoPursuit_s, "IsGuardNoPursuit"); } } // namespace uking::ai