#pragma once #include "Game/Actor/AI/aiPriestBossFormation.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossCircleFormationShoot : public PriestBossFormation { SEAD_RTTI_OVERRIDE(PriestBossCircleFormationShoot, PriestBossFormation) public: explicit PriestBossCircleFormationShoot(const InitArg& arg); ~PriestBossCircleFormationShoot() 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 float* mHomingAttackTime_s{}; }; } // namespace uking::ai