#include "Game/Actor/AI/aiStalEnemyRoot.h" namespace uking::ai { StalEnemyRoot::StalEnemyRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {} StalEnemyRoot::~StalEnemyRoot() = default; bool StalEnemyRoot::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void StalEnemyRoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void StalEnemyRoot::leave_() { ksys::act::ai::Ai::leave_(); } void StalEnemyRoot::loadParams_() { getStaticParam(&mDeadCount_s, "DeadCount"); getStaticParam(&mSearchFrame_s, "SearchFrame"); getStaticParam(&mInWaterDepth_s, "InWaterDepth"); getStaticParam(&mOutOfWaterOffset_s, "OutOfWaterOffset"); getStaticParam(&mDeadCheckFrame_s, "DeadCheckFrame"); getStaticParam(&mSpreadDist_s, "SpreadDist"); getStaticParam(&mSmallSpreadDist_s, "SmallSpreadDist"); getStaticParam(&mSearchDistXZ_s, "SearchDistXZ"); getStaticParam(&mSearchDistY_s, "SearchDistY"); getStaticParam(&mFallHeight_s, "FallHeight"); getMapUnitParam(&mIsCreateStalPart_m, "IsCreateStalPart"); getAITreeVariable(&mIsStopFallCheck_a, "IsStopFallCheck"); getAITreeVariable(&mStalEnemyUnit_a, "StalEnemyUnit"); } } // namespace uking::ai