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