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#include "Game/Actor/AI/aiAssassinBattle.h"
namespace uking::ai {
AssassinBattle::AssassinBattle(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
AssassinBattle::~AssassinBattle() = default;
bool AssassinBattle::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void AssassinBattle::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void AssassinBattle::leave_() {
ksys::act::ai::Ai::leave_();
}
void AssassinBattle::loadParams_() {
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mTiredTime_s, "TiredTime");
getStaticParam(&mWarpDist_s, "WarpDist");
getStaticParam(&mBattleBaseDist_s, "BattleBaseDist");
getStaticParam(&mFirstAttackResetDist_s, "FirstAttackResetDist");
getStaticParam(&mBattleDistOutDist_s, "BattleDistOutDist");
getStaticParam(&mFirstAttackAngle_s, "FirstAttackAngle");
getStaticParam(&mTiredDist_s, "TiredDist");
getStaticParam(&mFirstAttackDist_s, "FirstAttackDist");
getStaticParam(&mNearTiredOffset_s, "NearTiredOffset");
getMapUnitParam(&mTerritoryArea_m, "TerritoryArea");
}
} // namespace uking::ai
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