#pragma once #include "Game/Actor/AI/aiPriestBossActorGiantRoot.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossActorGiantFouthRoot : public PriestBossActorGiantRoot { SEAD_RTTI_OVERRIDE(PriestBossActorGiantFouthRoot, PriestBossActorGiantRoot) public: explicit PriestBossActorGiantFouthRoot(const InitArg& arg); ~PriestBossActorGiantFouthRoot() 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 0xf8 const float* mStompDistance_s{}; // static_param at offset 0x100 const float* mStompInAreaTimer_s{}; // static_param at offset 0x108 const bool* mStompAction_s{}; // static_param at offset 0x110 const bool* mStompAlwaysChange_s{}; // aitree_variable at offset 0x118 void* mPriestBossMetaAIUnit_a{}; }; } // namespace uking::ai