#pragma once #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossIronBall : public ksys::act::ai::Ai { SEAD_RTTI_OVERRIDE(PriestBossIronBall, ksys::act::ai::Ai) public: explicit PriestBossIronBall(const InitArg& arg); ~PriestBossIronBall() 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 0x38 const int* mIronBallWaitThunderTime_s{}; // static_param at offset 0x40 const int* mChangeEndAnime_s{}; // static_param at offset 0x48 const float* mIronBallOffsetY_s{}; // static_param at offset 0x50 const float* mIronBallRadius_s{}; // static_param at offset 0x58 const float* mIronBallAngle_s{}; // static_param at offset 0x60 const float* mIronBallAngleOffset_s{}; // static_param at offset 0x68 const bool* mIsAfterAttack_s{}; // static_param at offset 0x70 sead::SafeString mIronSummonLeftBoneName_s{}; // static_param at offset 0x80 sead::SafeString mIronSummonRightBoneName_s{}; // aitree_variable at offset 0x90 void* mPriestBossMetaAIUnit_a{}; }; } // namespace uking::ai