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#include "Game/Actor/AI/aiLandHumEnemyFindPlayer.h"
namespace uking::ai {
LandHumEnemyFindPlayer::LandHumEnemyFindPlayer(const InitArg& arg) : EnemyBaseFindPlayer(arg) {}
LandHumEnemyFindPlayer::~LandHumEnemyFindPlayer() = default;
void LandHumEnemyFindPlayer::enter_(ksys::act::ai::InlineParamPack* params) {
EnemyBaseFindPlayer::enter_(params);
}
void LandHumEnemyFindPlayer::leave_() {
EnemyBaseFindPlayer::leave_();
}
void LandHumEnemyFindPlayer::loadParams_() {
EnemyBaseFindPlayer::loadParams_();
getStaticParam(&mExplosivesAvoidDist_s, "ExplosivesAvoidDist");
getStaticParam(&mExplosivesAvoidSpeed_s, "ExplosivesAvoidSpeed");
getStaticParam(&mExplosivesAvoidAng_s, "ExplosivesAvoidAng");
getStaticParam(&mChemicalSearchDist_s, "ChemicalSearchDist");
getStaticParam(&mNoSearchDist_s, "NoSearchDist");
getStaticParam(&mVoltage_s, "Voltage");
getStaticParam(&mChemicalActionDist_s, "ChemicalActionDist");
getStaticParam(&mThrowWeaponPer_s, "ThrowWeaponPer");
getStaticParam(&mThrowWeaponDist_s, "ThrowWeaponDist");
getStaticParam(&mNoChemSearchWpIdx_s, "NoChemSearchWpIdx");
getStaticParam(&mNoBurnWaterDepth_s, "NoBurnWaterDepth");
getStaticParam(&mNearScaffoldDist_s, "NearScaffoldDist");
getStaticParam(&mClimbVmin_s, "ClimbVmin");
getStaticParam(&mClimbVmax_s, "ClimbVmax");
getStaticParam(&mClimbHmax_s, "ClimbHmax");
}
} // namespace uking::ai
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