#include "AgStromlingProperty.h" #include "MovementAIComponent.h" void AgStromlingProperty::OnStartup(Entity *self) { auto movementInfo = MovementAIInfo { "Wander", 71, 3, 100, 1, 4 }; auto* movementAIComponent = new MovementAIComponent(self, movementInfo); self->AddComponent(COMPONENT_TYPE_MOVEMENT_AI, movementAIComponent); }