#pragma once #include "Game/Actor/AI/aiPriestBossEyeBeam.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossEyeBeamThird : public PriestBossEyeBeam { SEAD_RTTI_OVERRIDE(PriestBossEyeBeamThird, PriestBossEyeBeam) public: explicit PriestBossEyeBeamThird(const InitArg& arg); ~PriestBossEyeBeamThird() override; bool init_(sead::Heap* heap) override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: // aitree_variable at offset 0xb8 bool* mIsArrivedAtDestination_a{}; // aitree_variable at offset 0xc0 sead::Vector3f* mDestinationPos_a{}; // aitree_variable at offset 0xc8 sead::Vector3f* mFacePos_a{}; }; } // namespace uking::ai