#include "Game/Actor/AI/aiPriestBossActorEnemyRoot.h" namespace uking::ai { PriestBossActorEnemyRoot::PriestBossActorEnemyRoot(const InitArg& arg) : EnemyRoot(arg) {} PriestBossActorEnemyRoot::~PriestBossActorEnemyRoot() = default; bool PriestBossActorEnemyRoot::init_(sead::Heap* heap) { return EnemyRoot::init_(heap); } void PriestBossActorEnemyRoot::enter_(ksys::act::ai::InlineParamPack* params) { EnemyRoot::enter_(params); } void PriestBossActorEnemyRoot::leave_() { EnemyRoot::leave_(); } void PriestBossActorEnemyRoot::loadParams_() { EnemyRoot::loadParams_(); getStaticParam(&mIsReactionOnDead_s, "IsReactionOnDead"); getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit"); } } // namespace uking::ai