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#include "Game/Actor/AI/aiEnemyFindShootable.h"
namespace uking::ai {
EnemyFindShootable::EnemyFindShootable(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
bool EnemyFindShootable::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void EnemyFindShootable::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void EnemyFindShootable::leave_() {
ksys::act::ai::Ai::leave_();
}
void EnemyFindShootable::loadParams_() {
getDynamicParam(&mTargetActor_d, "TargetActor");
getStaticParam(&mAttOffset_s, "AttOffset");
getStaticParam(&mCanGrabHeavy_s, "CanGrabHeavy");
getStaticParam(&mGrabCheckRadius_s, "GrabCheckRadius");
getStaticParam(&mChaseItemDist_s, "ChaseItemDist");
getStaticParam(&mChaseItemSpeed_s, "ChaseItemSpeed");
}
} // namespace uking::ai
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