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path: root/src/Game/Actor/AI/aiGoronHeroDescendentRoot.cpp
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#include "Game/Actor/AI/aiGoronHeroDescendentRoot.h"

namespace uking::ai {

GoronHeroDescendentRoot::GoronHeroDescendentRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {}

GoronHeroDescendentRoot::~GoronHeroDescendentRoot() = default;

bool GoronHeroDescendentRoot::init_(sead::Heap* heap) {
    return ksys::act::ai::Ai::init_(heap);
}

void GoronHeroDescendentRoot::enter_(ksys::act::ai::InlineParamPack* params) {
    ksys::act::ai::Ai::enter_(params);
}

void GoronHeroDescendentRoot::leave_() {
    ksys::act::ai::Ai::leave_();
}

void GoronHeroDescendentRoot::loadParams_() {
    getStaticParam(&mGuardEndDelayTime_s, "GuardEndDelayTime");
    getStaticParam(&mWhistleReactTimeGo_s, "WhistleReactTimeGo");
    getStaticParam(&mWhistleReactTimeStop_s, "WhistleReactTimeStop");
    getStaticParam(&mAppearWaitTime_s, "AppearWaitTime");
    getStaticParam(&mPlayerNearDist_s, "PlayerNearDist");
    getStaticParam(&mPlayerLeaveDist_s, "PlayerLeaveDist");
    getStaticParam(&mPlayerSeparateDist_s, "PlayerSeparateDist");
    getStaticParam(&mFollowModeFlagName_s, "FollowModeFlagName");
    getStaticParam(&mPlayerFollowOffset_s, "PlayerFollowOffset");
}

}  // namespace uking::ai