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#include "Game/Actor/AI/aiEnemyNoiseTarget.h"
namespace uking::ai {
EnemyNoiseTarget::EnemyNoiseTarget(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
EnemyNoiseTarget::~EnemyNoiseTarget() = default;
bool EnemyNoiseTarget::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void EnemyNoiseTarget::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void EnemyNoiseTarget::leave_() {
ksys::act::ai::Ai::leave_();
}
void EnemyNoiseTarget::loadParams_() {
getStaticParam(&mLostTime_s, "LostTime");
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mRerouteTimeMin_s, "RerouteTimeMin");
getStaticParam(&mRerouteTimeMax_s, "RerouteTimeMax");
getStaticParam(&mNearDist_s, "NearDist");
getStaticParam(&mFarDist_s, "FarDist");
getStaticParam(&mShieldIdx_s, "ShieldIdx");
getStaticParam(&mSearchShieldDist_s, "SearchShieldDist");
getStaticParam(&mNoShieldSearchDist_s, "NoShieldSearchDist");
getStaticParam(&mUnReachableToRepathDist_s, "UnReachableToRepathDist");
getStaticParam(&mNoShieldEquipWpIdx_s, "NoShieldEquipWpIdx");
getStaticParam(&mTooFarPathDist_s, "TooFarPathDist");
getAITreeVariable(&mIsTrgChangeUnderWaterState_a, "IsTrgChangeUnderWaterState");
}
} // namespace uking::ai
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