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#include "Game/Actor/AI/aiLynelRecognizeTarget.h"
namespace uking::ai {
LynelRecognizeTarget::LynelRecognizeTarget(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
LynelRecognizeTarget::~LynelRecognizeTarget() = default;
bool LynelRecognizeTarget::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void LynelRecognizeTarget::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void LynelRecognizeTarget::leave_() {
ksys::act::ai::Ai::leave_();
}
void LynelRecognizeTarget::loadParams_() {
getStaticParam(&mAttensionStartPoint_s, "AttensionStartPoint");
getStaticParam(&mObserveEndPoint_s, "ObserveEndPoint");
getStaticParam(&mDrawnWeaponPoint_s, "DrawnWeaponPoint");
getStaticParam(&mWeaponAimPoint_s, "WeaponAimPoint");
getStaticParam(&mAttackPoint_s, "AttackPoint");
getStaticParam(&mDashPoint_s, "DashPoint");
getStaticParam(&mAppPoint_s, "AppPoint");
getStaticParam(&mHorseRidePoint_s, "HorseRidePoint");
getStaticParam(&mDamagePoint_s, "DamagePoint");
getStaticParam(&mTrickedMaskPoint_s, "TrickedMaskPoint");
getStaticParam(&mBombPoint_s, "BombPoint");
getStaticParam(&mAimPoint_s, "AimPoint");
getStaticParam(&mNearDistPoint_s, "NearDistPoint");
getStaticParam(&mMiddleDistPoint_s, "MiddleDistPoint");
getStaticParam(&mTiredTime_s, "TiredTime");
getStaticParam(&mTiredPoint_s, "TiredPoint");
getStaticParam(&mForceBattleStartTime_s, "ForceBattleStartTime");
getStaticParam(&mNearDistance_s, "NearDistance");
getStaticParam(&mFarDistance_s, "FarDistance");
getStaticParam(&mAimAngle_s, "AimAngle");
getMapUnitParam(&mIsNearCreate_m, "IsNearCreate");
getAITreeVariable(&mLynelAIFlags_a, "LynelAIFlags");
getAITreeVariable(&mLynelAreaAlarmPoint_a, "LynelAreaAlarmPoint");
}
} // namespace uking::ai
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