#include "Game/AI/AI/aiPriestBossSynchroMode.h" namespace uking::ai { PriestBossSynchroMode::PriestBossSynchroMode(const InitArg& arg) : PriestBossMode(arg) {} PriestBossSynchroMode::~PriestBossSynchroMode() = default; bool PriestBossSynchroMode::init_(sead::Heap* heap) { return PriestBossMode::init_(heap); } void PriestBossSynchroMode::enter_(ksys::act::ai::InlineParamPack* params) { PriestBossMode::enter_(params); } void PriestBossSynchroMode::leave_() { PriestBossMode::leave_(); } void PriestBossSynchroMode::loadParams_() { PriestBossMode::loadParams_(); getAITreeVariable(&mEquipWeaponBufIndex_a, "EquipWeaponBufIndex"); getAITreeVariable(&mReturnFromBananaMode_a, "ReturnFromBananaMode"); } } // namespace uking::ai