#pragma once #include "Game/Actor/AI/aiEnemyBattle.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class GuardianMiniFinalBattle : public EnemyBattle { SEAD_RTTI_OVERRIDE(GuardianMiniFinalBattle, EnemyBattle) public: explicit GuardianMiniFinalBattle(const InitArg& arg); ~GuardianMiniFinalBattle() override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: // static_param at offset 0x90 const int* mASSlotRight_s{}; // static_param at offset 0x98 const int* mASSlotLeft_s{}; // static_param at offset 0xa0 const int* mASSlotBack_s{}; // static_param at offset 0xa8 const int* mAttackHitNum_s{}; // static_param at offset 0xb0 const bool* mIsPreAttackMove_s{}; // static_param at offset 0xb8 const float* mRotNeckRate_s{}; // aitree_variable at offset 0xc0 int* mGuardianMiniChanceTimeState_a{}; }; } // namespace uking::ai