#pragma once #include "Game/Actor/AI/aiPriestBossEyeBeam.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossEyeBeamFourth : public PriestBossEyeBeam { SEAD_RTTI_OVERRIDE(PriestBossEyeBeamFourth, PriestBossEyeBeam) public: explicit PriestBossEyeBeamFourth(const InitArg& arg); ~PriestBossEyeBeamFourth() 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 0xb8 const int* mAtDirType_s{}; // static_param at offset 0xc0 const int* mAtAttr_s{}; // static_param at offset 0xc8 const int* mAtType_s{}; // static_param at offset 0xd0 const int* mAtShieldBreakPower_s{}; // static_param at offset 0xd8 const int* mAtImpact_s{}; // static_param at offset 0xe0 const int* mAtPowerReduce_s{}; // static_param at offset 0xe8 const int* mAtPower_s{}; // static_param at offset 0xf0 const int* mAtDamage_s{}; // static_param at offset 0xf8 const int* mSearchEndAngle_s{}; // aitree_variable at offset 0x100 bool* mIsArrivedAtDestination_a{}; // aitree_variable at offset 0x108 sead::Vector3f* mDestinationPos_a{}; // aitree_variable at offset 0x110 sead::Vector3f* mFacePos_a{}; // aitree_variable at offset 0x118 void* mPriestBossMetaAIUnit_a{}; }; } // namespace uking::ai