#pragma once #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossEyeBeam : public ksys::act::ai::Ai { SEAD_RTTI_OVERRIDE(PriestBossEyeBeam, ksys::act::ai::Ai) public: explicit PriestBossEyeBeam(const InitArg& arg); ~PriestBossEyeBeam() 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 0x38 const int* mAtMinDamage_s{}; // static_param at offset 0x40 const int* mAttackPower_s{}; // static_param at offset 0x48 const int* mAttackPowerForPlayer_s{}; // static_param at offset 0x50 const int* mShotReviseAngleXU_s{}; // static_param at offset 0x58 const int* mShotReviseAngleXD_s{}; // static_param at offset 0x60 const int* mShotReviseAngleY_s{}; // static_param at offset 0x68 const bool* mIsCreateGuardEffect_s{}; // static_param at offset 0x70 const bool* mIsChangeable_s{}; // static_param at offset 0x78 const sead::Vector3f* mReflectOffset_s{}; // static_param at offset 0x80 const sead::Vector3f* mShotOffset_s{}; }; } // namespace uking::ai