#pragma once #include "Game/Actor/AI/aiPriestBossPhase.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossPhaseSecond : public PriestBossPhase { SEAD_RTTI_OVERRIDE(PriestBossPhaseSecond, PriestBossPhase) public: explicit PriestBossPhaseSecond(const InitArg& arg); ~PriestBossPhaseSecond() 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 0x80 const int* mModeChangeLife_s{}; // static_param at offset 0x88 const int* mSimAtkMax_s{}; // static_param at offset 0x90 const int* mBowEquipMax_s{}; // static_param at offset 0x98 const int* mSyncAtkMax_s{}; // static_param at offset 0xa0 const float* mModeChangeBlockTime_s{}; // static_param at offset 0xa8 const float* mRespawnSpan_s{}; // static_param at offset 0xb0 const float* mRespawnBaseSpace_s{}; // static_param at offset 0xb8 const float* mRespawnBaseMoveTime_s{}; // static_param at offset 0xc0 const float* mRespawnBaseInterval_s{}; // static_param at offset 0xc8 const float* mCircleFormRange_s{}; // static_param at offset 0xd0 const float* mCircleFormRushWait_s{}; // static_param at offset 0xd8 const float* mCircleFormRushInterval_s{}; // static_param at offset 0xe0 const float* mCircleFormShootWait_s{}; // static_param at offset 0xe8 const float* mCircleFormShootInterval_s{}; // static_param at offset 0xf0 const float* mLineFormDistFromPlayer_s{}; // static_param at offset 0xf8 const float* mLineFormSpace_s{}; // static_param at offset 0x100 const float* mLineFormRushWait_s{}; // static_param at offset 0x108 const float* mLineFormRushInterval_s{}; // static_param at offset 0x110 const float* mLineFormFallWait_s{}; // static_param at offset 0x118 const float* mLineFormFallInterval_s{}; // map_unit_param at offset 0x120 const int* mPriestBossStartPhase_m{}; }; } // namespace uking::ai