#include "Game/Actor/AI/aiWaitNearTargetAwarenessRange.h" namespace uking::ai { WaitNearTargetAwarenessRange::WaitNearTargetAwarenessRange(const InitArg& arg) : ksys::act::ai::Ai(arg) {} WaitNearTargetAwarenessRange::~WaitNearTargetAwarenessRange() = default; bool WaitNearTargetAwarenessRange::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void WaitNearTargetAwarenessRange::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void WaitNearTargetAwarenessRange::leave_() { ksys::act::ai::Ai::leave_(); } void WaitNearTargetAwarenessRange::loadParams_() { getStaticParam(&mAddAwarenessRangeType_s, "AddAwarenessRangeType"); getStaticParam(&mStartCloseDist_s, "StartCloseDist"); getStaticParam(&mOutDist_s, "OutDist"); getStaticParam(&mEndCloseDist_s, "EndCloseDist"); getStaticParam(&mUseNavMeshRequest_s, "UseNavMeshRequest"); getDynamicParam(&mTargetPos_d, "TargetPos"); } } // namespace uking::ai