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#include "Game/Actor/AI/aiMoveToCameraFrontXZ.h"
namespace uking::ai {
MoveToCameraFrontXZ::MoveToCameraFrontXZ(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
MoveToCameraFrontXZ::~MoveToCameraFrontXZ() = default;
bool MoveToCameraFrontXZ::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void MoveToCameraFrontXZ::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void MoveToCameraFrontXZ::leave_() {
ksys::act::ai::Ai::leave_();
}
void MoveToCameraFrontXZ::loadParams_() {
getStaticParam(&mReverseTimer_s, "ReverseTimer");
getStaticParam(&mReverseCount_s, "ReverseCount");
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mDistFromPlayer_s, "DistFromPlayer");
getStaticParam(&mMinDistFromPlayer_s, "MinDistFromPlayer");
getStaticParam(&mAvoidPlayerDist_s, "AvoidPlayerDist");
getStaticParam(&mAddLineCheckNavRadius_s, "AddLineCheckNavRadius");
getStaticParam(&mReachableRadius_s, "ReachableRadius");
getStaticParam(&mIsSuccessByLineReachable_s, "IsSuccessByLineReachable");
}
} // namespace uking::ai
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