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#include "Game/Actor/AI/aiEnemyRecognizeTargetBase.h"
namespace uking::ai {
EnemyRecognizeTargetBase::EnemyRecognizeTargetBase(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
EnemyRecognizeTargetBase::~EnemyRecognizeTargetBase() = default;
bool EnemyRecognizeTargetBase::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void EnemyRecognizeTargetBase::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void EnemyRecognizeTargetBase::leave_() {
ksys::act::ai::Ai::leave_();
}
void EnemyRecognizeTargetBase::loadParams_() {
getStaticParam(&mLostTimer_s, "LostTimer");
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mCryInterval_s, "CryInterval");
getStaticParam(&mRandomCryInterval_s, "RandomCryInterval");
getStaticParam(&mRandomCryIntervalMax_s, "RandomCryIntervalMax");
getStaticParam(&mSpreadDist_s, "SpreadDist");
getStaticParam(&mNoCryDist_s, "NoCryDist");
}
} // namespace uking::ai
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