#include "Game/Actor/AI/aiStalEnemyNoHeadWait.h" namespace uking::ai { StalEnemyNoHeadWait::StalEnemyNoHeadWait(const InitArg& arg) : ksys::act::ai::Ai(arg) {} StalEnemyNoHeadWait::~StalEnemyNoHeadWait() = default; bool StalEnemyNoHeadWait::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void StalEnemyNoHeadWait::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void StalEnemyNoHeadWait::leave_() { ksys::act::ai::Ai::leave_(); } void StalEnemyNoHeadWait::loadParams_() { getStaticParam(&mRebootDistance_s, "RebootDistance"); getStaticParam(&mRebootTimer_s, "RebootTimer"); getDynamicParam(&mIsExistLivingHead_d, "IsExistLivingHead"); getDynamicParam(&mIsExistActiveActor_d, "IsExistActiveActor"); getDynamicParam(&mTargetPos_d, "TargetPos"); } } // namespace uking::ai