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#include "Game/Actor/AI/aiAnimalBattleAggressive.h"
namespace uking::ai {
AnimalBattleAggressive::AnimalBattleAggressive(const InitArg& arg) : EnemyBattle(arg) {}
AnimalBattleAggressive::~AnimalBattleAggressive() = default;
bool AnimalBattleAggressive::init_(sead::Heap* heap) {
return EnemyBattle::init_(heap);
}
void AnimalBattleAggressive::enter_(ksys::act::ai::InlineParamPack* params) {
EnemyBattle::enter_(params);
}
void AnimalBattleAggressive::leave_() {
EnemyBattle::leave_();
}
void AnimalBattleAggressive::loadParams_() {
EnemyBattle::loadParams_();
getStaticParam(&mForceAttackTimer_s, "ForceAttackTimer");
getStaticParam(&mCounterAttackTimer_s, "CounterAttackTimer");
getStaticParam(&mForceAttackRange_s, "ForceAttackRange");
getStaticParam(&mCounterAttackRange_s, "CounterAttackRange");
getAITreeVariable(&mAnimalEnableCounterFlag_a, "AnimalEnableCounterFlag");
}
} // namespace uking::ai
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