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#include "Game/Actor/AI/aiEnemyRangeKeepSwimMove.h"
namespace uking::ai {
EnemyRangeKeepSwimMove::EnemyRangeKeepSwimMove(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
EnemyRangeKeepSwimMove::~EnemyRangeKeepSwimMove() = default;
bool EnemyRangeKeepSwimMove::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void EnemyRangeKeepSwimMove::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void EnemyRangeKeepSwimMove::leave_() {
ksys::act::ai::Ai::leave_();
}
void EnemyRangeKeepSwimMove::loadParams_() {
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mTime_s, "Time");
getStaticParam(&mCloseDist_s, "CloseDist");
getStaticParam(&mFarDist_s, "FarDist");
getStaticParam(&mOutDist_s, "OutDist");
getStaticParam(&mBaseDist_s, "BaseDist");
getStaticParam(&mSpaceDist_s, "SpaceDist");
getStaticParam(&mIsCheckCliff_s, "IsCheckCliff");
}
} // namespace uking::ai
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