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

namespace uking::ai {

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

HorseFollow::~HorseFollow() = default;

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

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

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

void HorseFollow::loadParams_() {
    getStaticParam(&mDistanceSuccessEnd_s, "DistanceSuccessEnd");
    getStaticParam(&mDistanceMovingToward_s, "DistanceMovingToward");
    getStaticParam(&mDistanceRequestingPath_s, "DistanceRequestingPath");
    getStaticParam(&mDistanceGivingUp_s, "DistanceGivingUp");
    getStaticParam(&mDistanceThresholdCry_s, "DistanceThresholdCry");
    getStaticParam(&mDistanceCheckAvoidance_s, "DistanceCheckAvoidance");
    getStaticParam(&mTargetVelocitySuccessEnd_s, "TargetVelocitySuccessEnd");
    getStaticParam(&mUpdateTargetPosFrames_s, "UpdateTargetPosFrames");
    getStaticParam(&mUpdateTargetPosFramesNear_s, "UpdateTargetPosFramesNear");
    getStaticParam(&mSuccessEndDelays_s, "SuccessEndDelays");
    getStaticParam(&mSideDistance_s, "SideDistance");
    getStaticParam(&mTargetVelocityDistanceSec_s, "TargetVelocityDistanceSec");
    getStaticParam(&mIsAvoidNavMeshActor_s, "IsAvoidNavMeshActor");
    getStaticParam(&mIsTargetPosEqualToLeaderPos_s, "IsTargetPosEqualToLeaderPos");
    getStaticParam(&mCanIgnorePlayer_s, "CanIgnorePlayer");
    getStaticParam(&mSelfPositionOffsetLocal_s, "SelfPositionOffsetLocal");
    getDynamicParam(&mDistanceKept_d, "DistanceKept");
    getDynamicParam(&mTargetActor_d, "TargetActor");
}

}  // namespace uking::ai