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