#pragma once #include "Game/Actor/AI/aiPriestBoss.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossBananaMode : public PriestBoss { SEAD_RTTI_OVERRIDE(PriestBossBananaMode, PriestBoss) public: explicit PriestBossBananaMode(const InitArg& arg); ~PriestBossBananaMode() 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 0x80 const int* mHealAmount_s{}; // static_param at offset 0x88 const float* mTimeUpFrames_s{}; // aitree_variable at offset 0x90 bool* mReturnFromBananaMode_a{}; }; } // namespace uking::ai