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