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#include "Game/Actor/AI/aiMoveToTargetCollisionFeedback.h"
namespace uking::ai {
MoveToTargetCollisionFeedback::MoveToTargetCollisionFeedback(const InitArg& arg)
: ksys::act::ai::Ai(arg) {}
MoveToTargetCollisionFeedback::~MoveToTargetCollisionFeedback() = default;
bool MoveToTargetCollisionFeedback::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void MoveToTargetCollisionFeedback::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void MoveToTargetCollisionFeedback::leave_() {
ksys::act::ai::Ai::leave_();
}
void MoveToTargetCollisionFeedback::loadParams_() {
getStaticParam(&mCooldownFramesTargetAdjust_s, "CooldownFramesTargetAdjust");
getStaticParam(&mFramesUntilRetryOriginalPos_s, "FramesUntilRetryOriginalPos");
getStaticParam(&mIdealDepthMin_s, "IdealDepthMin");
getStaticParam(&mIdealDepthMax_s, "IdealDepthMax");
getStaticParam(&mIgnoreYComponentThreshold_s, "IgnoreYComponentThreshold");
getStaticParam(&mUseMoveAwayFromPos_s, "UseMoveAwayFromPos");
getStaticParam(&mRetryOriginalPos_s, "RetryOriginalPos");
getStaticParam(&mIsAdjustDepthOnCollision_s, "IsAdjustDepthOnCollision");
getDynamicParam(&mTargetPos_d, "TargetPos");
getDynamicParam(&mMoveAwayFromPos_d, "MoveAwayFromPos");
}
} // namespace uking::ai
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