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#include "Game/Actor/AI/aiLeadToTarget.h"
namespace uking::ai {
LeadToTarget::LeadToTarget(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
LeadToTarget::~LeadToTarget() = default;
bool LeadToTarget::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void LeadToTarget::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void LeadToTarget::leave_() {
ksys::act::ai::Ai::leave_();
}
void LeadToTarget::loadParams_() {
getStaticParam(&mSuccessRadius_s, "SuccessRadius");
getStaticParam(&mWaitDistance_s, "WaitDistance");
getStaticParam(&mResumeLeadDistance_s, "ResumeLeadDistance");
getStaticParam(&mOkPathFailRange_s, "OkPathFailRange");
getStaticParam(&mDontWaitIfLeaderIsAhead_s, "DontWaitIfLeaderIsAhead");
getDynamicParam(&mTargetPos_d, "TargetPos");
getDynamicParam(&mLeaderActor_d, "LeaderActor");
getStaticParam(&mWaitFramesAfterArrive_s, "WaitFramesAfterArrive");
}
} // namespace uking::ai
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