#pragma once #include "Game/Actor/AI/aiEnemyRoot.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossActorEnemyRoot : public EnemyRoot { SEAD_RTTI_OVERRIDE(PriestBossActorEnemyRoot, EnemyRoot) public: explicit PriestBossActorEnemyRoot(const InitArg& arg); ~PriestBossActorEnemyRoot() 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 bool* mIsReactionOnDead_s{}; // aitree_variable at offset 0x1e0 void* mPriestBossMetaAIUnit_a{}; }; } // namespace uking::ai