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#include "Game/Actor/AI/aiEscapeOppositeToTargetInWater.h"
namespace uking::ai {
EscapeOppositeToTargetInWater::EscapeOppositeToTargetInWater(const InitArg& arg)
: ksys::act::ai::Ai(arg) {}
EscapeOppositeToTargetInWater::~EscapeOppositeToTargetInWater() = default;
bool EscapeOppositeToTargetInWater::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void EscapeOppositeToTargetInWater::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void EscapeOppositeToTargetInWater::leave_() {
ksys::act::ai::Ai::leave_();
}
void EscapeOppositeToTargetInWater::loadParams_() {
getStaticParam(&mRunAwayDistanceMax_s, "RunAwayDistanceMax");
getStaticParam(&mAllowRandAngleVertical_s, "AllowRandAngleVertical");
getStaticParam(&mAllowRandAngleHorizontal_s, "AllowRandAngleHorizontal");
getStaticParam(&mDivePercent_s, "DivePercent");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
} // namespace uking::ai
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