#include "Game/Actor/AI/aiWeaponEquipEnemyWakeUp.h" namespace uking::ai { WeaponEquipEnemyWakeUp::WeaponEquipEnemyWakeUp(const InitArg& arg) : ksys::act::ai::Ai(arg) {} WeaponEquipEnemyWakeUp::~WeaponEquipEnemyWakeUp() = default; bool WeaponEquipEnemyWakeUp::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void WeaponEquipEnemyWakeUp::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void WeaponEquipEnemyWakeUp::leave_() { ksys::act::ai::Ai::leave_(); } void WeaponEquipEnemyWakeUp::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mShieldIdx_s, "ShieldIdx"); getStaticParam(&mWeaponGetRange_s, "WeaponGetRange"); } } // namespace uking::ai