#pragma once #include "Game/Actor/AI/aiPlayASSwitch.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class AncientNecklaceBall : public PlayASSwitch { SEAD_RTTI_OVERRIDE(AncientNecklaceBall, PlayASSwitch) public: explicit AncientNecklaceBall(const InitArg& arg); ~AncientNecklaceBall() 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 0x100 const float* mLandNoiseLevel_s{}; // map_unit_param at offset 0x108 const int* mGrabNodeIndex_m{}; // map_unit_param at offset 0x110 sead::SafeString mGiantNecklaceActiveSaveFlag_m{}; }; } // namespace uking::ai