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#include "Game/Actor/AI/aiPriestBossEyeBeamThird.h"
namespace uking::ai {
PriestBossEyeBeamThird::PriestBossEyeBeamThird(const InitArg& arg) : PriestBossEyeBeam(arg) {}
PriestBossEyeBeamThird::~PriestBossEyeBeamThird() = default;
bool PriestBossEyeBeamThird::init_(sead::Heap* heap) {
return PriestBossEyeBeam::init_(heap);
}
void PriestBossEyeBeamThird::enter_(ksys::act::ai::InlineParamPack* params) {
PriestBossEyeBeam::enter_(params);
}
void PriestBossEyeBeamThird::leave_() {
PriestBossEyeBeam::leave_();
}
void PriestBossEyeBeamThird::loadParams_() {
PriestBossEyeBeam::loadParams_();
getAITreeVariable(&mIsArrivedAtDestination_a, "IsArrivedAtDestination");
getAITreeVariable(&mDestinationPos_a, "DestinationPos");
getAITreeVariable(&mFacePos_a, "FacePos");
}
} // namespace uking::ai
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