#include "Game/Actor/AI/aiPriestBossNormalReaction.h" namespace uking::ai { PriestBossNormalReaction::PriestBossNormalReaction(const InitArg& arg) : EnemyDefaultReaction(arg) {} PriestBossNormalReaction::~PriestBossNormalReaction() = default; bool PriestBossNormalReaction::init_(sead::Heap* heap) { return EnemyDefaultReaction::init_(heap); } void PriestBossNormalReaction::enter_(ksys::act::ai::InlineParamPack* params) { EnemyDefaultReaction::enter_(params); } void PriestBossNormalReaction::leave_() { EnemyDefaultReaction::leave_(); } void PriestBossNormalReaction::loadParams_() { EnemyDefaultReaction::loadParams_(); getStaticParam(&mIsUseQuickRecover_s, "IsUseQuickRecover"); getAITreeVariable(&mPriestBossUrbosasFuryEShock_a, "PriestBossUrbosasFuryEShock"); getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit"); } } // namespace uking::ai