#include "Game/Actor/AI/aiPriestBossEyeBeamThird.h" namespace uking::ai { PriestBossEyeBeamThird::PriestBossEyeBeamThird(const InitArg& arg) : PriestBossEyeBeam(arg) {} PriestBossEyeBeamThird::~PriestBossEyeBeamThird() = default; bool PriestBossEyeBeamThird::init_(sead::Heap* heap) { return PriestBossEyeBeam::init_(heap); } void PriestBossEyeBeamThird::enter_(ksys::act::ai::InlineParamPack* params) { PriestBossEyeBeam::enter_(params); } void PriestBossEyeBeamThird::leave_() { PriestBossEyeBeam::leave_(); } void PriestBossEyeBeamThird::loadParams_() { PriestBossEyeBeam::loadParams_(); getAITreeVariable(&mIsArrivedAtDestination_a, "IsArrivedAtDestination"); getAITreeVariable(&mDestinationPos_a, "DestinationPos"); getAITreeVariable(&mFacePos_a, "FacePos"); } } // namespace uking::ai