#pragma once #include "Game/Actor/AI/aiPriestBossMeta.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossMetaAIRoot : public PriestBossMeta { SEAD_RTTI_OVERRIDE(PriestBossMetaAIRoot, PriestBossMeta) public: explicit PriestBossMetaAIRoot(const InitArg& arg); ~PriestBossMetaAIRoot() 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 0x50 const int* mLife_s{}; // static_param at offset 0x58 const float* mPlayerRecoverFromFallFrames_s{}; // static_param at offset 0x60 sead::SafeString mBowActorName_s{}; // static_param at offset 0x70 sead::SafeString mArrowActorName_s{}; // static_param at offset 0x80 sead::SafeString mWeaponActorName_s{}; // static_param at offset 0x90 sead::SafeString mThunderActorName_s{}; // map_unit_param at offset 0xa0 const int* mPriestBossStartPhase_m{}; // map_unit_param at offset 0xa8 sead::SafeString mUniqueNameMessageLabel_m{}; }; } // namespace uking::ai