#pragma once #include "Game/Actor/AI/aiEnemyDefaultReaction.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossGiantReaction : public EnemyDefaultReaction { SEAD_RTTI_OVERRIDE(PriestBossGiantReaction, EnemyDefaultReaction) public: explicit PriestBossGiantReaction(const InitArg& arg); ~PriestBossGiantReaction() 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 0x68 bool* mPriestBossUrbosasFuryEShock_a{}; }; } // namespace uking::ai