#include "Game/AI/Action/actionPriestBossClonesSpawn.h" namespace uking::action { PriestBossClonesSpawn::PriestBossClonesSpawn(const InitArg& arg) : PriestBossClonesSpawnForDemo(arg) {} PriestBossClonesSpawn::~PriestBossClonesSpawn() = default; bool PriestBossClonesSpawn::init_(sead::Heap* heap) { return PriestBossClonesSpawnForDemo::init_(heap); } void PriestBossClonesSpawn::enter_(ksys::act::ai::InlineParamPack* params) { PriestBossClonesSpawnForDemo::enter_(params); } void PriestBossClonesSpawn::leave_() { PriestBossClonesSpawnForDemo::leave_(); } void PriestBossClonesSpawn::loadParams_() { PriestBossClonesSpawnForDemo::loadParams_(); getStaticParam(&mASNameForAITree_s, "ASNameForAITree"); getDynamicParam(&mDelayFrame_d, "DelayFrame"); } void PriestBossClonesSpawn::calc_() { PriestBossClonesSpawnForDemo::calc_(); } } // namespace uking::action