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#include "Game/Actor/AI/aiNavMoveTarget.h"
namespace uking::ai {
NavMoveTarget::NavMoveTarget(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
NavMoveTarget::~NavMoveTarget() = default;
bool NavMoveTarget::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void NavMoveTarget::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void NavMoveTarget::leave_() {
ksys::act::ai::Ai::leave_();
}
void NavMoveTarget::loadParams_() {
getStaticParam(&mVibrateCheckTime_s, "VibrateCheckTime");
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mReachTargetArea_s, "ReachTargetArea");
getStaticParam(&mRepathTime_s, "RepathTime");
getStaticParam(&mTooFarDist_s, "TooFarDist");
getStaticParam(&mUseCharacterRadius_s, "UseCharacterRadius");
getDynamicParam(&mTargetPos_d, "TargetPos");
getAITreeVariable(&mRefPosVibrateCheckerForAI_a, "RefPosVibrateCheckerForAI");
getAITreeVariable(&mRefVelRotVibrateCheckerforAI_a, "RefVelRotVibrateCheckerforAI");
getStaticParam(&mIsLastLineReachCheck_s, "IsLastLineReachCheck");
getStaticParam(&mRotVibrateCheckTime_s, "RotVibrateCheckTime");
}
} // namespace uking::ai
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