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