#pragma once #include "Game/Actor/AI/aiPriestBoss.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossGiantDownSeq : public PriestBoss { SEAD_RTTI_OVERRIDE(PriestBossGiantDownSeq, PriestBoss) public: explicit PriestBossGiantDownSeq(const InitArg& arg); ~PriestBossGiantDownSeq() 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 0x40 const bool* mRecoverIfAlreadyDown_s{}; // static_param at offset 0x48 const bool* mIsUseRecover_s{}; // static_param at offset 0x50 sead::SafeString mHitGroundASName_s{}; // aitree_variable at offset 0x60 float* mKeepDistFromGround_a{}; // aitree_variable at offset 0x68 bool* mIsActive_a{}; // aitree_variable at offset 0x70 bool* mIsArrivedAtDestination_a{}; // aitree_variable at offset 0x78 sead::Vector3f* mDestinationPos_a{}; }; } // namespace uking::ai