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