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#include "Game/Actor/AI/aiAnimalEscapeAI.h"
namespace uking::ai {
AnimalEscapeAI::AnimalEscapeAI(const InitArg& arg) : AnimalRndMove(arg) {}
AnimalEscapeAI::~AnimalEscapeAI() = default;
bool AnimalEscapeAI::init_(sead::Heap* heap) {
return AnimalRndMove::init_(heap);
}
void AnimalEscapeAI::enter_(ksys::act::ai::InlineParamPack* params) {
AnimalRndMove::enter_(params);
}
void AnimalEscapeAI::leave_() {
AnimalRndMove::leave_();
}
void AnimalEscapeAI::loadParams_() {
AnimalRndMove::loadParams_();
getStaticParam(&mNumTimesAllowStuck_s, "NumTimesAllowStuck");
getStaticParam(&mContinueDistance_s, "ContinueDistance");
getStaticParam(&mShouldEscapeDistance_s, "ShouldEscapeDistance");
getStaticParam(&mShouldEscapeDistanceRand_s, "ShouldEscapeDistanceRand");
getStaticParam(&mPenaltyScale_s, "PenaltyScale");
getStaticParam(&mNavMeshRadiusScale_s, "NavMeshRadiusScale");
getStaticParam(&mFramesStuckOnTerrainAction_s, "FramesStuckOnTerrainAction");
getStaticParam(&mIsSendGoalPos_s, "IsSendGoalPos");
getStaticParam(&mIsUseBeforeAction_s, "IsUseBeforeAction");
getStaticParam(&mIsDynamicallyOffsetNavChar_s, "IsDynamicallyOffsetNavChar");
getDynamicParam(&mTargetPos_d, "TargetPos");
getAITreeVariable(&mIsUseTerritory_a, "IsUseTerritory");
}
} // namespace uking::ai
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