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