#include "Game/Actor/AI/aiWaitNearTarget.h" namespace uking::ai { WaitNearTarget::WaitNearTarget(const InitArg& arg) : ksys::act::ai::Ai(arg) {} WaitNearTarget::~WaitNearTarget() = default; bool WaitNearTarget::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void WaitNearTarget::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void WaitNearTarget::leave_() { ksys::act::ai::Ai::leave_(); } void WaitNearTarget::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mBaseDist_s, "BaseDist"); getStaticParam(&mStartCloseDistOffset_s, "StartCloseDistOffset"); getStaticParam(&mOutDistOffset_s, "OutDistOffset"); getStaticParam(&mIsCheckLineReachableForClose_s, "IsCheckLineReachableForClose"); getDynamicParam(&mTargetPos_d, "TargetPos"); } } // namespace uking::ai