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#include "Game/Actor/AI/aiLumberjackFallenTree.h"
namespace uking::ai {
LumberjackFallenTree::LumberjackFallenTree(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
LumberjackFallenTree::~LumberjackFallenTree() = default;
bool LumberjackFallenTree::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void LumberjackFallenTree::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void LumberjackFallenTree::leave_() {
ksys::act::ai::Ai::leave_();
}
void LumberjackFallenTree::loadParams_() {
getStaticParam(&mToLogAngVel_s, "ToLogAngVel");
getStaticParam(&mMaxCheckAng_s, "MaxCheckAng");
getStaticParam(&mCheckDis_s, "CheckDis");
getStaticParam(&mCheckHeightRate_s, "CheckHeightRate");
getStaticParam(&mTerrorRegistAng_s, "TerrorRegistAng");
getStaticParam(&mTerrorUnregistTimelimit_s, "TerrorUnregistTimelimit");
getStaticParam(&mNoiseLevel_s, "NoiseLevel");
getStaticParam(&mIsCheckHeight_s, "IsCheckHeight");
getStaticParam(&mTerrorOffsetPos4Falling_s, "TerrorOffsetPos4Falling");
getAITreeVariable(&mLumberjackType_a, "LumberjackType");
getAITreeVariable(&mForceSetDropPos_a, "ForceSetDropPos");
getAITreeVariable(&mMoveDirection_a, "MoveDirection");
}
} // namespace uking::ai
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