#include "Game/Actor/AI/aiWillBallOperated.h" namespace uking::ai { WillBallOperated::WillBallOperated(const InitArg& arg) : ksys::act::ai::Ai(arg) {} WillBallOperated::~WillBallOperated() = default; bool WillBallOperated::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void WillBallOperated::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void WillBallOperated::leave_() { ksys::act::ai::Ai::leave_(); } void WillBallOperated::loadParams_() { getDynamicParam(&mWaitTime_d, "WaitTime"); getDynamicParam(&mCommand_d, "Command"); getDynamicParam(&mBasePos_d, "BasePos"); getDynamicParam(&mTargetActor_d, "TargetActor"); getStaticParam(&mWarpDist_s, "WarpDist"); getStaticParam(&mAttakedChangeDist_s, "AttakedChangeDist"); getStaticParam(&mIsAttackedTimeAffect_s, "IsAttackedTimeAffect"); } } // namespace uking::ai