#include "Game/Actor/AI/aiAnimalEscapeAI.h" namespace uking::ai { AnimalEscapeAI::AnimalEscapeAI(const InitArg& arg) : AnimalRoamBase(arg) {} AnimalEscapeAI::~AnimalEscapeAI() = default; bool AnimalEscapeAI::init_(sead::Heap* heap) { return AnimalRoamBase::init_(heap); } void AnimalEscapeAI::enter_(ksys::act::ai::InlineParamPack* params) { AnimalRoamBase::enter_(params); } void AnimalEscapeAI::leave_() { AnimalRoamBase::leave_(); } void AnimalEscapeAI::loadParams_() { AnimalRoamBase::loadParams_(); getStaticParam(&mNumTimesAllowStuck_s, "NumTimesAllowStuck"); getStaticParam(&mContinueDistance_s, "ContinueDistance"); getStaticParam(&mShouldEscapeDistance_s, "ShouldEscapeDistance"); getStaticParam(&mShouldEscapeDistanceRand_s, "ShouldEscapeDistanceRand"); getStaticParam(&mPenaltyScale_s, "PenaltyScale"); getStaticParam(&mNavMeshRadiusScale_s, "NavMeshRadiusScale"); getStaticParam(&mFramesStuckOnTerrainAction_s, "FramesStuckOnTerrainAction"); getStaticParam(&mIsSendGoalPos_s, "IsSendGoalPos"); getStaticParam(&mIsUseBeforeAction_s, "IsUseBeforeAction"); getStaticParam(&mIsDynamicallyOffsetNavChar_s, "IsDynamicallyOffsetNavChar"); getDynamicParam(&mTargetPos_d, "TargetPos"); getAITreeVariable(&mIsUseTerritory_a, "IsUseTerritory"); } } // namespace uking::ai