#pragma once #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class LastBossShootNormalArrowRoot : public ksys::act::ai::Ai { SEAD_RTTI_OVERRIDE(LastBossShootNormalArrowRoot, ksys::act::ai::Ai) public: explicit LastBossShootNormalArrowRoot(const InitArg& arg); ~LastBossShootNormalArrowRoot() 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 0x38 const int* mArrowNum_s{}; // static_param at offset 0x40 const int* mAtMinDamage_s{}; // static_param at offset 0x48 const int* mAttackPower_s{}; // static_param at offset 0x50 const int* mAttackPowerForPlayer_s{}; // static_param at offset 0x58 const float* mBattleNodeOffsetLR_s{}; // static_param at offset 0x60 const float* mBattleNodeOffsetUD_s{}; // static_param at offset 0x68 const bool* mIsPrepreNextArrow_s{}; // static_param at offset 0x70 sead::SafeString mArrowName_s{}; // static_param at offset 0x80 sead::SafeString mPartsName_s{}; // static_param at offset 0x90 const sead::Vector3f* mReflectOffset_s{}; // dynamic_param at offset 0x98 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::ai