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