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#include "Game/Actor/AI/aiNPCConfront.h"
namespace uking::ai {
NPCConfront::NPCConfront(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
NPCConfront::~NPCConfront() = default;
bool NPCConfront::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void NPCConfront::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void NPCConfront::leave_() {
ksys::act::ai::Ai::leave_();
}
void NPCConfront::loadParams_() {
getStaticParam(&mCounterGuardCount_s, "CounterGuardCount");
getStaticParam(&mReleaseDistance_s, "ReleaseDistance");
getStaticParam(&mReleaseTime_s, "ReleaseTime");
getStaticParam(&mCounterRate_s, "CounterRate");
getStaticParam(&mDirectTurnAngle_s, "DirectTurnAngle");
getDynamicParam(&mTerrorLevel_d, "TerrorLevel");
getDynamicParam(&mIsTimeOver_d, "IsTimeOver");
getDynamicParam(&mIsSitting_d, "IsSitting");
getDynamicParam(&mIsNeedUnEquipWeapon_d, "IsNeedUnEquipWeapon");
getDynamicParam(&mTargetPos_d, "TargetPos");
getDynamicParam(&mTerrorEmitter_d, "TerrorEmitter");
}
} // namespace uking::ai
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