#pragma once #include "Game/Actor/AI/aiGuideBeamAttackEnemyBattle.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class GuardianMiniBeamAttack : public GuideBeamAttackEnemyBattle { SEAD_RTTI_OVERRIDE(GuardianMiniBeamAttack, GuideBeamAttackEnemyBattle) public: explicit GuardianMiniBeamAttack(const InitArg& arg); ~GuardianMiniBeamAttack() override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: // static_param at offset 0x250 sead::SafeString mHeadNodeName_s{}; // static_param at offset 0x260 const int* mAttackInterval_s{}; // static_param at offset 0x268 const int* mEndShaderASFrame_s{}; // static_param at offset 0x270 sead::SafeString mLoopShaderASName_s{}; // static_param at offset 0x280 sead::SafeString mEndShaderASName_s{}; // static_param at offset 0x290 sead::SafeString mPreLaunchEffectName_s{}; // static_param at offset 0x2a0 const bool* mIsChangeable_s{}; // static_param at offset 0x2a8 const bool* mIsFinalBattle_s{}; // static_param at offset 0x2b0 const float* mInDirAngle_s{}; }; } // namespace uking::ai