#pragma once #include "Game/AI/Action/actionPriestBossClonesSpawnForDemo.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PriestBossClonesSpawn : public PriestBossClonesSpawnForDemo { SEAD_RTTI_OVERRIDE(PriestBossClonesSpawn, PriestBossClonesSpawnForDemo) public: explicit PriestBossClonesSpawn(const InitArg& arg); ~PriestBossClonesSpawn() override; bool init_(sead::Heap* heap) override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: void calc_() override; // static_param at offset 0x88 sead::SafeString mASNameForAITree_s{}; // dynamic_param at offset 0x98 int* mDelayFrame_d{}; }; } // namespace uking::action