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#include "Game/Actor/AI/aiInvincibleNearTarget.h"
namespace uking::ai {
InvincibleNearTarget::InvincibleNearTarget(const InitArg& arg) : InvincibleNearTargetBase(arg) {}
InvincibleNearTarget::~InvincibleNearTarget() = default;
bool InvincibleNearTarget::init_(sead::Heap* heap) {
return InvincibleNearTargetBase::init_(heap);
}
void InvincibleNearTarget::enter_(ksys::act::ai::InlineParamPack* params) {
InvincibleNearTargetBase::enter_(params);
}
void InvincibleNearTarget::leave_() {
InvincibleNearTargetBase::leave_();
}
void InvincibleNearTarget::loadParams_() {
InvincibleNearTargetBase::loadParams_();
getStaticParam(&mGuardEndTime_s, "GuardEndTime");
getStaticParam(&mGuardStartAngle_s, "GuardStartAngle");
getStaticParam(&mGuardEndAngle_s, "GuardEndAngle");
}
} // namespace uking::ai
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