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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
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