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#include "Game/Actor/AI/aiDoorRoot.h"
namespace uking::ai {
DoorRoot::DoorRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
DoorRoot::~DoorRoot() = default;
bool DoorRoot::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void DoorRoot::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void DoorRoot::leave_() {
ksys::act::ai::Ai::leave_();
}
void DoorRoot::loadParams_() {
getStaticParam(&mCloseWaitFrame_s, "CloseWaitFrame");
getStaticParam(&mIsCheckBack_s, "IsCheckBack");
getStaticParam(&mOpen_L_AS_s, "Open_L_AS");
getStaticParam(&mOpen_R_AS_s, "Open_R_AS");
getStaticParam(&mClose_L_AS_s, "Close_L_AS");
getStaticParam(&mClose_R_AS_s, "Close_R_AS");
getMapUnitParam(&mNpcCanOpenFlag_m, "NpcCanOpenFlag");
getAITreeVariable(&mIsOpenDoor_a, "IsOpenDoor");
getAITreeVariable(&mIsOpenToInside_a, "IsOpenToInside");
}
} // namespace uking::ai
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