#pragma once #include "Game/Actor/AI/aiPriestBoss.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PriestBossSynchroMode : public PriestBoss { SEAD_RTTI_OVERRIDE(PriestBossSynchroMode, PriestBoss) public: explicit PriestBossSynchroMode(const InitArg& arg); ~PriestBossSynchroMode() override; bool init_(sead::Heap* heap) override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: // aitree_variable at offset 0x40 int* mEquipWeaponBufIndex_a{}; // aitree_variable at offset 0x48 bool* mReturnFromBananaMode_a{}; }; } // namespace uking::ai