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#include "Game/Actor/AI/aiPreyRoot.h"
namespace uking::ai {
PreyRoot::PreyRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
PreyRoot::~PreyRoot() = default;
bool PreyRoot::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void PreyRoot::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void PreyRoot::leave_() {
ksys::act::ai::Ai::leave_();
}
void PreyRoot::loadParams_() {
getStaticParam(&mAfterEscapeForceEndState_s, "AfterEscapeForceEndState");
getStaticParam(&mInWaterDepth_s, "InWaterDepth");
getStaticParam(&mEscapeForceEndTime_s, "EscapeForceEndTime");
getStaticParam(&mIsCheckFreeFall_s, "IsCheckFreeFall");
getStaticParam(&mIsCheckStuckConsiderY_s, "IsCheckStuckConsiderY");
getStaticParam(&mIsUseWeakForcePushOutside_s, "IsUseWeakForcePushOutside");
getStaticParam(&mIsEnableEscapeForceEndCheck_s, "IsEnableEscapeForceEndCheck");
getAITreeVariable(&mCreateDeadConditionType_a, "CreateDeadConditionType");
getAITreeVariable(&mFramesStuckOnTerrain_a, "FramesStuckOnTerrain");
getAITreeVariable(&mIsStuckOnTerrain_a, "IsStuckOnTerrain");
getAITreeVariable(&mIsChangeableStateFreeFall_a, "IsChangeableStateFreeFall");
getAITreeVariable(&mIsUseTerritory_a, "IsUseTerritory");
}
} // namespace uking::ai
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