#pragma once #include "Game/Actor/AI/aiPriestBossActorEnemyRoot.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossGiantEnemyRoot : public PriestBossActorEnemyRoot { SEAD_RTTI_OVERRIDE(PriestBossGiantEnemyRoot, PriestBossActorEnemyRoot) public: explicit PriestBossGiantEnemyRoot(const InitArg& arg); ~PriestBossGiantEnemyRoot() 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 0x230 const int* mInvalidateIronBallDamageFrame_s{}; // aitree_variable at offset 0x238 bool* mPriestBossDownSideASPlaying_a{}; // aitree_variable at offset 0x240 void* mPriestBossMetaAIUnit_a{}; }; } // namespace uking::ai