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#include "Game/Actor/AI/aiLynelNoticeAttacked.h"
namespace uking::ai {
LynelNoticeAttacked::LynelNoticeAttacked(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
LynelNoticeAttacked::~LynelNoticeAttacked() = default;
bool LynelNoticeAttacked::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void LynelNoticeAttacked::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void LynelNoticeAttacked::leave_() {
ksys::act::ai::Ai::leave_();
}
void LynelNoticeAttacked::loadParams_() {
getStaticParam(&mRepeatMax_s, "RepeatMax");
getStaticParam(&mRepeatResetTime_s, "RepeatResetTime");
getStaticParam(&mForceReturnDistFromHomePos_s, "ForceReturnDistFromHomePos");
getDynamicParam(&mTargetPos_d, "TargetPos");
getAITreeVariable(&mLynelNoticeAttackRepeatNum_a, "LynelNoticeAttackRepeatNum");
}
} // namespace uking::ai
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