#pragma once #include "Game/Actor/AI/aiPriestBossIronBall.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossIronBallStageRotate : public PriestBossIronBall { SEAD_RTTI_OVERRIDE(PriestBossIronBallStageRotate, PriestBossIronBall) public: explicit PriestBossIronBallStageRotate(const InitArg& arg); ~PriestBossIronBallStageRotate() 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 0x6c0 const float* mIronBallSummonRadius_s{}; // static_param at offset 0x6c8 const float* mIronBallSummonArchAngle_s{}; // static_param at offset 0x6d0 const float* mIronBallSummonOffsetY_s{}; // aitree_variable at offset 0x6d8 bool* mIsActive_a{}; // aitree_variable at offset 0x6e0 void* mPriestBossMetaAIUnit_a{}; }; } // namespace uking::ai