#pragma once #include "Game/Actor/AI/aiInvincibleNearTargetBase.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class InvincibleNearTarget : public InvincibleNearTargetBase { SEAD_RTTI_OVERRIDE(InvincibleNearTarget, InvincibleNearTargetBase) public: explicit InvincibleNearTarget(const InitArg& arg); ~InvincibleNearTarget() 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 0x88 const int* mGuardEndTime_s{}; // static_param at offset 0x90 const float* mGuardStartAngle_s{}; // static_param at offset 0x98 const float* mGuardEndAngle_s{}; }; } // namespace uking::ai