#pragma once #include "Game/Actor/AI/aiAssassinBossRootBase.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class AssassinBossRoot : public AssassinBossRootBase { SEAD_RTTI_OVERRIDE(AssassinBossRoot, AssassinBossRootBase) public: explicit AssassinBossRoot(const InitArg& arg); ~AssassinBossRoot() 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 0x2b0 const int* mIronBallNum_s{}; // static_param at offset 0x2b8 const int* mBattleAvoidNum_s{}; }; } // namespace uking::ai