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#include "Game/Actor/AI/aiAssassinShooterBattle.h"
namespace uking::ai {
AssassinShooterBattle::AssassinShooterBattle(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
AssassinShooterBattle::~AssassinShooterBattle() = default;
bool AssassinShooterBattle::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void AssassinShooterBattle::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void AssassinShooterBattle::leave_() {
ksys::act::ai::Ai::leave_();
}
void AssassinShooterBattle::loadParams_() {
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mTiredTime_s, "TiredTime");
getStaticParam(&mWarpDistNear_s, "WarpDistNear");
getStaticParam(&mWarpDistFar_s, "WarpDistFar");
getStaticParam(&mTerritoryDist_s, "TerritoryDist");
getStaticParam(&mTiredGrHeight_s, "TiredGrHeight");
getStaticParam(&mIntervalIntensity_s, "IntervalIntensity");
}
} // namespace uking::ai
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