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#include "Game/Actor/AI/aiFlyingEnemyDistanceKeepMove.h"
namespace uking::ai {
FlyingEnemyDistanceKeepMove::FlyingEnemyDistanceKeepMove(const InitArg& arg)
: ksys::act::ai::Ai(arg) {}
FlyingEnemyDistanceKeepMove::~FlyingEnemyDistanceKeepMove() = default;
bool FlyingEnemyDistanceKeepMove::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void FlyingEnemyDistanceKeepMove::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void FlyingEnemyDistanceKeepMove::leave_() {
ksys::act::ai::Ai::leave_();
}
void FlyingEnemyDistanceKeepMove::loadParams_() {
getStaticParam(&mLostDistance_s, "LostDistance");
getStaticParam(&mAngleRange_s, "AngleRange");
getStaticParam(&mSpaceDistance_s, "SpaceDistance");
getStaticParam(&mNearDist_s, "NearDist");
getStaticParam(&mFarDist_s, "FarDist");
getStaticParam(&mBaseDist_s, "BaseDist");
getStaticParam(&mBaseHeight_s, "BaseHeight");
getStaticParam(&mLowHeight_s, "LowHeight");
getStaticParam(&mHighHeight_s, "HighHeight");
}
} // namespace uking::ai
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