#include "AgStromlingProperty.h"
#include "MovementAIComponent.h"
#include "eReplicaComponentType.h"

void AgStromlingProperty::OnStartup(Entity* self) {
	auto movementInfo = MovementAIInfo{
		"Wander",
		71,
		3,
		100,
		1,
		4
	};

	auto* movementAiComponent = self->AddComponent<MovementAIComponent>(0U);
	if (movementAiComponent) movementAiComponent->SetMoveInfo(movementInfo);
}