#pragma once #include "Game/Actor/AI/aiPriestBoss.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossIronBallRoot : public PriestBoss { SEAD_RTTI_OVERRIDE(PriestBossIronBallRoot, PriestBoss) public: explicit PriestBossIronBallRoot(const InitArg& arg); ~PriestBossIronBallRoot() 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 int* mAttackPower_s{}; // static_param at offset 0x48 const int* mAttackPowerForPlayer_s{}; // static_param at offset 0x50 const int* mAtMinDamage_s{}; // static_param at offset 0x58 const int* mMagneLightningTime_s{}; // map_unit_param at offset 0x60 sead::SafeString mActorName_m{}; }; } // namespace uking::ai