#include "Game/AI/Action/actionNPCTebaApproachPlayer.h" namespace uking::action { NPCTebaApproachPlayer::NPCTebaApproachPlayer(const InitArg& arg) : ksys::act::ai::Action(arg) {} NPCTebaApproachPlayer::~NPCTebaApproachPlayer() = default; bool NPCTebaApproachPlayer::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void NPCTebaApproachPlayer::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void NPCTebaApproachPlayer::leave_() { ksys::act::ai::Action::leave_(); } void NPCTebaApproachPlayer::loadParams_() { getStaticParam(&mUpdateTargetFrame_s, "UpdateTargetFrame"); getStaticParam(&mPlayerMaxHeight_s, "PlayerMaxHeight"); getStaticParam(&mMaxMoveSpeed_s, "MaxMoveSpeed"); getStaticParam(&mTurnSpeed_s, "TurnSpeed"); getStaticParam(&mTurnRadius_s, "TurnRadius"); getStaticParam(&mReduceMaxSpeedChasePlayer_s, "ReduceMaxSpeedChasePlayer"); } void NPCTebaApproachPlayer::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action