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#include "Game/Actor/AI/aiEnemyBattle.h"
namespace uking::ai {
EnemyBattle::EnemyBattle(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
void EnemyBattle::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void EnemyBattle::leave_() {
ksys::act::ai::Ai::leave_();
}
void EnemyBattle::loadParams_() {
getStaticParam(&mRetFrmGrdAtkTimer_s, "RetFrmGrdAtkTimer");
getStaticParam(&mRetFrmGrdAtkPrcTimer_s, "RetFrmGrdAtkPrcTimer");
getStaticParam(&mRetFrmDmgAtkTimer_s, "RetFrmDmgAtkTimer");
getStaticParam(&mGlobalNoAtkTime_s, "GlobalNoAtkTime");
getStaticParam(&mGlobalNoAtkTimeRnd_s, "GlobalNoAtkTimeRnd");
getStaticParam(&mAttackAngle_s, "AttackAngle");
getStaticParam(&mAttackIntervalIntensity_s, "AttackIntervalIntensity");
getStaticParam(&mDisplayCheckRadius_s, "DisplayCheckRadius");
getStaticParam(&mIsUpdateNoticeState_s, "IsUpdateNoticeState");
getStaticParam(&mIsCheckLineReachable_s, "IsCheckLineReachable");
}
} // namespace uking::ai
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