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#include "Game/Actor/AI/aiNPCRunaway.h"
namespace uking::ai {
NPCRunaway::NPCRunaway(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
NPCRunaway::~NPCRunaway() = default;
bool NPCRunaway::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void NPCRunaway::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void NPCRunaway::leave_() {
ksys::act::ai::Ai::leave_();
}
void NPCRunaway::loadParams_() {
getStaticParam(&mReleaseDistance_s, "ReleaseDistance");
getStaticParam(&mCorneredDistance_s, "CorneredDistance");
getStaticParam(&mStandRateTime_s, "StandRateTime");
getStaticParam(&mStandingTime_s, "StandingTime");
getDynamicParam(&mTerrorLevel_d, "TerrorLevel");
getDynamicParam(&mTerrorLayer_d, "TerrorLayer");
getDynamicParam(&mIsReturnFromDemo_d, "IsReturnFromDemo");
getDynamicParam(&mTargetPos_d, "TargetPos");
getDynamicParam(&mTargetVel_d, "TargetVel");
}
} // namespace uking::ai
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