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#include "Game/Actor/AI/aiAnimalRangeKeepMoveWithLOS.h"
namespace uking::ai {
AnimalRangeKeepMoveWithLOS::AnimalRangeKeepMoveWithLOS(const InitArg& arg)
: ksys::act::ai::Ai(arg) {}
AnimalRangeKeepMoveWithLOS::~AnimalRangeKeepMoveWithLOS() = default;
bool AnimalRangeKeepMoveWithLOS::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void AnimalRangeKeepMoveWithLOS::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void AnimalRangeKeepMoveWithLOS::leave_() {
ksys::act::ai::Ai::leave_();
}
void AnimalRangeKeepMoveWithLOS::loadParams_() {
getStaticParam(&mFindPathBeginTimer_s, "FindPathBeginTimer");
getStaticParam(&mNoPathTimer_s, "NoPathTimer");
getStaticParam(&mCloseStartDist_s, "CloseStartDist");
getStaticParam(&mCloseEndDist_s, "CloseEndDist");
getStaticParam(&mLeaveStartDist_s, "LeaveStartDist");
getStaticParam(&mLeaveEndDist_s, "LeaveEndDist");
getStaticParam(&mBattleEndDist_s, "BattleEndDist");
getStaticParam(&mDistFailOnUnreachablePath_s, "DistFailOnUnreachablePath");
}
} // namespace uking::ai
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