#pragma once #include "Game/Actor/AI/aiStoneShootEnemyBattle.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class DynTargetStoneShootEnemyBattle : public StoneShootEnemyBattle { SEAD_RTTI_OVERRIDE(DynTargetStoneShootEnemyBattle, StoneShootEnemyBattle) public: explicit DynTargetStoneShootEnemyBattle(const InitArg& arg); ~DynTargetStoneShootEnemyBattle() override; bool init_(sead::Heap* heap) override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: // dynamic_param at offset 0xb0 ksys::act::BaseProcLink* mTargetActor_d{}; }; } // namespace uking::ai