#pragma once #include "Game/Actor/AI/aiEnemyDefaultReaction.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class GuardianMiniReaction : public EnemyDefaultReaction { SEAD_RTTI_OVERRIDE(GuardianMiniReaction, EnemyDefaultReaction) public: explicit GuardianMiniReaction(const InitArg& arg); ~GuardianMiniReaction() 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 0x68 sead::SafeString mRootNodeName_s{}; // static_param at offset 0x78 sead::SafeString mArm1NodeName_s{}; // static_param at offset 0x88 sead::SafeString mArm2NodeName_s{}; // static_param at offset 0x98 sead::SafeString mArm3NodeName_s{}; // static_param at offset 0xa8 const int* mASSlotRight_s{}; // static_param at offset 0xb0 const int* mASSlotLeft_s{}; // static_param at offset 0xb8 const int* mASSlotBack_s{}; // static_param at offset 0xc0 sead::SafeString mPreAttackASRight_s{}; // static_param at offset 0xd0 sead::SafeString mPreAttackASLeft_s{}; // static_param at offset 0xe0 const int* mJustGuardNumForBreak_s{}; // static_param at offset 0xe8 const bool* mIsChangeWeapon_s{}; // aitree_variable at offset 0xf0 int* mGuardianMiniChanceTimeState_a{}; }; } // namespace uking::ai