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#include "Game/Actor/AI/aiAssassinRoot.h"
namespace uking::ai {
AssassinRoot::AssassinRoot(const InitArg& arg) : NPCRoot(arg) {}
AssassinRoot::~AssassinRoot() = default;
bool AssassinRoot::init_(sead::Heap* heap) {
return NPCRoot::init_(heap);
}
void AssassinRoot::enter_(ksys::act::ai::InlineParamPack* params) {
NPCRoot::enter_(params);
}
void AssassinRoot::leave_() {
NPCRoot::leave_();
}
void AssassinRoot::loadParams_() {
NPCRoot::loadParams_();
getStaticParam(&mChangeDistance_s, "ChangeDistance");
getMapUnitParam(&mEquipItem1_m, "EquipItem1");
getMapUnitParam(&mEquipItem2_m, "EquipItem2");
getMapUnitParam(&mEquipItem3_m, "EquipItem3");
getMapUnitParam(&mEquipItem4_m, "EquipItem4");
getMapUnitParam(&mRideHorseName_m, "RideHorseName");
}
} // namespace uking::ai
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