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#include "Game/Actor/AI/aiNpcMoveToAnchor.h"
namespace uking::ai {
NpcMoveToAnchor::NpcMoveToAnchor(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
NpcMoveToAnchor::~NpcMoveToAnchor() = default;
bool NpcMoveToAnchor::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void NpcMoveToAnchor::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void NpcMoveToAnchor::leave_() {
ksys::act::ai::Ai::leave_();
}
void NpcMoveToAnchor::loadParams_() {
getDynamicParam(&mIsTurnToAnchorDir_d, "IsTurnToAnchorDir");
getDynamicParam(&mIsAlignmentAnchor_d, "IsAlignmentAnchor");
getDynamicParam(&mAnchorName_d, "AnchorName");
getDynamicParam(&mAnchorUniqueName_d, "AnchorUniqueName");
getDynamicParam(&mASKeyName_d, "ASKeyName");
}
} // namespace uking::ai
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