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#include "Game/Actor/AI/aiInvincibleNearTargetBase.h"
namespace uking::ai {
InvincibleNearTargetBase::InvincibleNearTargetBase(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
InvincibleNearTargetBase::~InvincibleNearTargetBase() = default;
bool InvincibleNearTargetBase::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void InvincibleNearTargetBase::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void InvincibleNearTargetBase::leave_() {
ksys::act::ai::Ai::leave_();
}
void InvincibleNearTargetBase::loadParams_() {
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mBaseDist_s, "BaseDist");
getStaticParam(&mGuardStartDist_s, "GuardStartDist");
getStaticParam(&mGuardEndDist_s, "GuardEndDist");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
} // namespace uking::ai
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