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#include "Game/Actor/AI/aiConditionMoveActionSelect.h"
namespace uking::ai {
ConditionMoveActionSelect::ConditionMoveActionSelect(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
ConditionMoveActionSelect::~ConditionMoveActionSelect() = default;
bool ConditionMoveActionSelect::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void ConditionMoveActionSelect::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void ConditionMoveActionSelect::leave_() {
ksys::act::ai::Ai::leave_();
}
void ConditionMoveActionSelect::loadParams_() {
getStaticParam(&mCheckLineReachable_s, "CheckLineReachable");
getDynamicParam(&mDistanceKept_d, "DistanceKept");
getDynamicParam(&mTargetPos_d, "TargetPos");
getDynamicParam(&mTargetActor_d, "TargetActor");
}
} // namespace uking::ai
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