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#include "Game/Actor/AI/aiNPCConfrontEnemy.h"
namespace uking::ai {
NPCConfrontEnemy::NPCConfrontEnemy(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
NPCConfrontEnemy::~NPCConfrontEnemy() = default;
bool NPCConfrontEnemy::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void NPCConfrontEnemy::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void NPCConfrontEnemy::leave_() {
ksys::act::ai::Ai::leave_();
}
void NPCConfrontEnemy::loadParams_() {
getStaticParam(&mReleaseDistance_s, "ReleaseDistance");
getStaticParam(&mReleaseTime_s, "ReleaseTime");
getStaticParam(&mRewardDistance_s, "RewardDistance");
getStaticParam(&mTerrorDistAfterPlayerRescue_s, "TerrorDistAfterPlayerRescue");
getDynamicParam(&mTerrorLevel_d, "TerrorLevel");
getDynamicParam(&mTerrorLayer_d, "TerrorLayer");
getDynamicParam(&mIsReturnFromDemo_d, "IsReturnFromDemo");
getDynamicParam(&mTargetPos_d, "TargetPos");
getDynamicParam(&mTargetVel_d, "TargetVel");
getMapUnitParam(&mTerritoryArea_m, "TerritoryArea");
}
} // namespace uking::ai
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