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#include "Game/Actor/AI/aiInWaterSelect.h"
namespace uking::ai {
InWaterSelect::InWaterSelect(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
InWaterSelect::~InWaterSelect() = default;
bool InWaterSelect::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void InWaterSelect::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void InWaterSelect::leave_() {
ksys::act::ai::Ai::leave_();
}
void InWaterSelect::loadParams_() {
getStaticParam(&mInWaterDepth_s, "InWaterDepth");
getStaticParam(&mOutWaterDepth_s, "OutWaterDepth");
getStaticParam(&mIsCheckEveryFrame_s, "IsCheckEveryFrame");
getStaticParam(&mIsForceChange_s, "IsForceChange");
}
} // namespace uking::ai
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