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