#pragma once #include "Game/Actor/AI/aiBreathAttackEnemyBattle.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class GuideBeamAttackEnemyBattle : public BreathAttackEnemyBattle { SEAD_RTTI_OVERRIDE(GuideBeamAttackEnemyBattle, BreathAttackEnemyBattle) public: explicit GuideBeamAttackEnemyBattle(const InitArg& arg); ~GuideBeamAttackEnemyBattle() 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 0xb0 const float* mFluctuationRange_s{}; // static_param at offset 0xb8 const float* mFluctuationSpan_s{}; // static_param at offset 0xc0 const float* mTargetOffsetY_s{}; // static_param at offset 0xc8 sead::SafeString mNodeName_s{}; // static_param at offset 0xd8 const bool* mIsValidGuide_s{}; // static_param at offset 0xe0 const bool* mIsIgnoreSmallHit_s{}; // static_param at offset 0xe8 const bool* mIsChangeable_s{}; // static_param at offset 0xf0 sead::SafeString mAimEffectName_s{}; }; } // namespace uking::ai