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#include "Game/Actor/AI/aiFishRoot.h"
namespace uking::ai {
FishRoot::FishRoot(const InitArg& arg) : CapturedActorRoot(arg) {}
FishRoot::~FishRoot() = default;
bool FishRoot::init_(sead::Heap* heap) {
return CapturedActorRoot::init_(heap);
}
void FishRoot::enter_(ksys::act::ai::InlineParamPack* params) {
CapturedActorRoot::enter_(params);
}
void FishRoot::leave_() {
CapturedActorRoot::leave_();
}
void FishRoot::loadParams_() {
CapturedActorRoot::loadParams_();
getStaticParam(&mInWaterDepth_s, "InWaterDepth");
getStaticParam(&mOnGroundDepth_s, "OnGroundDepth");
getStaticParam(&mNextJumpTimeBase_s, "NextJumpTimeBase");
getStaticParam(&mNextJumpTimeRand_s, "NextJumpTimeRand");
getStaticParam(&mAllowReturnThreatDist_s, "AllowReturnThreatDist");
getStaticParam(&mFrameUntilOutOfWater_s, "FrameUntilOutOfWater");
getStaticParam(&mDistRunFromPlayerOnReturn_s, "DistRunFromPlayerOnReturn");
getStaticParam(&mIgnoreFoodBase_s, "IgnoreFoodBase");
getStaticParam(&mIgnoreFoodRand_s, "IgnoreFoodRand");
getStaticParam(&mIgnoreFoodAfterSuccessBase_s, "IgnoreFoodAfterSuccessBase");
getStaticParam(&mIgnoreFoodAfterSuccessRand_s, "IgnoreFoodAfterSuccessRand");
}
} // namespace uking::ai
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