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