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#include "Game/Actor/AI/aiNavMeshTurnAwayFromHitPos.h"
namespace uking::ai {
NavMeshTurnAwayFromHitPos::NavMeshTurnAwayFromHitPos(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
NavMeshTurnAwayFromHitPos::~NavMeshTurnAwayFromHitPos() = default;
bool NavMeshTurnAwayFromHitPos::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void NavMeshTurnAwayFromHitPos::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void NavMeshTurnAwayFromHitPos::leave_() {
ksys::act::ai::Ai::leave_();
}
void NavMeshTurnAwayFromHitPos::loadParams_() {
getStaticParam(&mNumLOSCheckMax_s, "NumLOSCheckMax");
getStaticParam(&mLOSCheckLength_s, "LOSCheckLength");
getStaticParam(&mMoveToSafePosAfterTurn_s, "MoveToSafePosAfterTurn");
getDynamicParam(&mHitPos_d, "HitPos");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
} // namespace uking::ai
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