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#include "Game/Actor/AI/aiEnemyShieldSearchOrBattle.h"
namespace uking::ai {
EnemyShieldSearchOrBattle::EnemyShieldSearchOrBattle(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
EnemyShieldSearchOrBattle::~EnemyShieldSearchOrBattle() = default;
bool EnemyShieldSearchOrBattle::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void EnemyShieldSearchOrBattle::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void EnemyShieldSearchOrBattle::leave_() {
ksys::act::ai::Ai::leave_();
}
void EnemyShieldSearchOrBattle::loadParams_() {
getStaticParam(&mShieldIdx_s, "ShieldIdx");
getStaticParam(&mSearchShieldDist_s, "SearchShieldDist");
getStaticParam(&mNoShieldSearchDist_s, "NoShieldSearchDist");
getStaticParam(&mNoShieldTargetNearDist_s, "NoShieldTargetNearDist");
getStaticParam(&mShieldReachDist_s, "ShieldReachDist");
getDynamicParam(&mTargetPos_d, "TargetPos");
getStaticParam(&mNoShieldEquipWpIdx_s, "NoShieldEquipWpIdx");
}
} // namespace uking::ai
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