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#include "Game/Actor/AI/aiMotorcycleRoot.h"
namespace uking::ai {
MotorcycleRoot::MotorcycleRoot(const InitArg& arg) : HorseRiddenStatusSelector(arg) {}
MotorcycleRoot::~MotorcycleRoot() = default;
bool MotorcycleRoot::init_(sead::Heap* heap) {
return HorseRiddenStatusSelector::init_(heap);
}
void MotorcycleRoot::enter_(ksys::act::ai::InlineParamPack* params) {
HorseRiddenStatusSelector::enter_(params);
}
void MotorcycleRoot::leave_() {
HorseRiddenStatusSelector::leave_();
}
void MotorcycleRoot::loadParams_() {
HorseRiddenStatusSelector::loadParams_();
getStaticParam(&mInWaterRateForDisappear_s, "InWaterRateForDisappear");
getStaticParam(&mDistanceToPlayerForDisappear_s, "DistanceToPlayerForDisappear");
getStaticParam(&mNoiseEnergyEmpty_s, "NoiseEnergyEmpty");
getStaticParam(&mNoiseNotRidden_s, "NoiseNotRidden");
getStaticParam(&mNoiseThrottleClose_s, "NoiseThrottleClose");
getStaticParam(&mNoiseThrottleOpen_s, "NoiseThrottleOpen");
getStaticParam(&mForestFogRatioForDisappear_s, "ForestFogRatioForDisappear");
}
} // namespace uking::ai
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