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#include "Game/Actor/AI/aiNPCAttack.h"
namespace uking::ai {
NPCAttack::NPCAttack(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
NPCAttack::~NPCAttack() = default;
bool NPCAttack::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void NPCAttack::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void NPCAttack::leave_() {
ksys::act::ai::Ai::leave_();
}
void NPCAttack::loadParams_() {
getStaticParam(&mActionBaseTime_s, "ActionBaseTime");
getStaticParam(&mActionTimePlay_s, "ActionTimePlay");
getStaticParam(&mActionRate_s, "ActionRate");
getStaticParam(&mAttackRate_s, "AttackRate");
getStaticParam(&mAttackModeTime_s, "AttackModeTime");
getStaticParam(&mGuardModeTime_s, "GuardModeTime");
getStaticParam(&mEnemyChanceTime_s, "EnemyChanceTime");
getDynamicParam(&mTerrorLevel_d, "TerrorLevel");
getDynamicParam(&mIsBattleStart_d, "IsBattleStart");
getDynamicParam(&mTargetPos_d, "TargetPos");
getDynamicParam(&mEnemyLink_d, "EnemyLink");
}
} // namespace uking::ai
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