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#include "Game/Actor/AI/aiEnemyRoot.h"
namespace uking::ai {
EnemyRoot::EnemyRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
EnemyRoot::~EnemyRoot() = default;
bool EnemyRoot::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void EnemyRoot::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void EnemyRoot::leave_() {
ksys::act::ai::Ai::leave_();
}
void EnemyRoot::loadParams_() {
getStaticParam(&mInWaterDepth_s, "InWaterDepth");
getStaticParam(&mOutOfWaterOffset_s, "OutOfWaterOffset");
getStaticParam(&mSpreadDist_s, "SpreadDist");
getStaticParam(&mSmallSpreadDist_s, "SmallSpreadDist");
getStaticParam(&mFortressTag_s, "FortressTag");
getStaticParam(&mIgnoreHell_s, "IgnoreHell");
getMapUnitParam(&mIsNearCreate_m, "IsNearCreate");
getMapUnitParam(&mEquipItem1_m, "EquipItem1");
getMapUnitParam(&mEquipItem2_m, "EquipItem2");
getMapUnitParam(&mEquipItem3_m, "EquipItem3");
getMapUnitParam(&mEquipItem4_m, "EquipItem4");
getMapUnitParam(&mRideHorseName_m, "RideHorseName");
getAITreeVariable(&mCreateDeadConditionType_a, "CreateDeadConditionType");
getAITreeVariable(&mForceSealSilentKillCount_a, "ForceSealSilentKillCount");
getAITreeVariable(&mIsTrgChangeUnderWaterState_a, "IsTrgChangeUnderWaterState");
}
} // namespace uking::ai
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