#include "Game/Actor/AI/aiUnarmedEnemyNoiseTarget.h" namespace uking::ai { UnarmedEnemyNoiseTarget::UnarmedEnemyNoiseTarget(const InitArg& arg) : NavMove(arg) {} UnarmedEnemyNoiseTarget::~UnarmedEnemyNoiseTarget() = default; void UnarmedEnemyNoiseTarget::enter_(ksys::act::ai::InlineParamPack* params) { NavMove::enter_(params); } void UnarmedEnemyNoiseTarget::leave_() { NavMove::leave_(); } void UnarmedEnemyNoiseTarget::loadParams_() { NavMove::loadParams_(); getStaticParam(&mLostTime_s, "LostTime"); getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mLostRange_s, "LostRange"); getStaticParam(&mLostVMin_s, "LostVMin"); getStaticParam(&mLostVMax_s, "LostVMax"); getStaticParam(&mSearchWeaponDist_s, "SearchWeaponDist"); getStaticParam(&mSearchBaseWeaponDist_s, "SearchBaseWeaponDist"); getStaticParam(&mAbsorpDist_s, "AbsorpDist"); getStaticParam(&mFarDist_s, "FarDist"); getStaticParam(&mRepathTime_s, "RepathTime"); getStaticParam(&mSearchWeaponTargetDist_s, "SearchWeaponTargetDist"); getDynamicParam(&mTargetPos_d, "TargetPos"); } } // namespace uking::ai