#pragma once #include "Game/AI/AI/aiEnemyRoot.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class AssassinBossRootBase : public EnemyRoot { SEAD_RTTI_OVERRIDE(AssassinBossRootBase, EnemyRoot) public: explicit AssassinBossRootBase(const InitArg& arg); ~AssassinBossRootBase() override; bool init_(sead::Heap* heap) override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: // static_param at offset 0x1d8 const int* mRockBallDamage_s{}; // static_param at offset 0x1e0 const float* mChangeModeLifeRatio_s{}; }; } // namespace uking::ai