#pragma once #include "Game/Actor/AI/aiEnemyRoot.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class GuardianMiniRoot : public EnemyRoot { SEAD_RTTI_OVERRIDE(GuardianMiniRoot, EnemyRoot) public: explicit GuardianMiniRoot(const InitArg& arg); ~GuardianMiniRoot() 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 0x1d8 const float* mNeckRotRatio_s{}; // static_param at offset 0x1e0 const int* mJustGuardNumForBreak_s{}; // static_param at offset 0x1e8 const float* mRotStopSpeed_s{}; // aitree_variable at offset 0x1f0 int* mDamagedCount_a{}; // aitree_variable at offset 0x1f8 bool* mIsTransformedGuardianMini_a{}; // aitree_variable at offset 0x200 int* mGuardianMiniChanceTimeState_a{}; }; } // namespace uking::ai