#include "Game/Actor/AI/aiPriestBossLineFormationFall.h" namespace uking::ai { PriestBossLineFormationFall::PriestBossLineFormationFall(const InitArg& arg) : PriestBossFormation(arg) {} PriestBossLineFormationFall::~PriestBossLineFormationFall() = default; bool PriestBossLineFormationFall::init_(sead::Heap* heap) { return PriestBossFormation::init_(heap); } void PriestBossLineFormationFall::enter_(ksys::act::ai::InlineParamPack* params) { PriestBossFormation::enter_(params); } void PriestBossLineFormationFall::leave_() { PriestBossFormation::leave_(); } void PriestBossLineFormationFall::loadParams_() { PriestBossFormation::loadParams_(); getStaticParam(&mWarpHightOffset_s, "WarpHightOffset"); } } // namespace uking::ai