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#include "Game/Actor/AI/aiEnemyWatchKeepingWait.h"
namespace uking::ai {
EnemyWatchKeepingWait::EnemyWatchKeepingWait(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
EnemyWatchKeepingWait::~EnemyWatchKeepingWait() = default;
bool EnemyWatchKeepingWait::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void EnemyWatchKeepingWait::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void EnemyWatchKeepingWait::leave_() {
ksys::act::ai::Ai::leave_();
}
void EnemyWatchKeepingWait::loadParams_() {
getStaticParam(&mIdleCheckMin_s, "IdleCheckMin");
getStaticParam(&mIdleCheckMax_s, "IdleCheckMax");
getStaticParam(&mIdlePer_s, "IdlePer");
getMapUnitParam(&mRotAngle_m, "RotAngle");
getMapUnitParam(&mWaitTime_m, "WaitTime");
}
} // namespace uking::ai
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