#pragma once #include "Game/Actor/AI/aiPriestBoss.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossActorNormalMode : public PriestBoss { SEAD_RTTI_OVERRIDE(PriestBossActorNormalMode, PriestBoss) public: explicit PriestBossActorNormalMode(const InitArg& arg); ~PriestBossActorNormalMode() 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 0x40 const int* mApproachWarpRate_s{}; // static_param at offset 0x48 const float* mApproachStartDistance_s{}; // static_param at offset 0x50 const float* mLeaveStartDistance_s{}; // static_param at offset 0x58 const float* mLeaveStartTime_s{}; // static_param at offset 0x60 const float* mWaitMinTime_s{}; // static_param at offset 0x68 const float* mWaitMaxTime_s{}; // static_param at offset 0x70 const float* mSecondHalfLifePercent_s{}; // static_param at offset 0x78 const float* mFramesRestrictEarthRelease_s{}; // static_param at offset 0x80 const float* mWarpPosDistFromPlayer_s{}; // static_param at offset 0x88 const float* mStageMarginRateForEarthRelease_s{}; // static_param at offset 0x90 const bool* mIsManagedBtlMgr_s{}; // dynamic_param at offset 0x98 bool* mFromSyncMode_d{}; // aitree_variable at offset 0xa0 int* mEquipWeaponBufIndex_a{}; // aitree_variable at offset 0xa8 bool* mReturnFromBananaMode_a{}; }; } // namespace uking::ai