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#pragma once
#include "Game/Actor/AI/aiPlayASSwitch.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class AncientNecklaceBall : public PlayASSwitch {
SEAD_RTTI_OVERRIDE(AncientNecklaceBall, PlayASSwitch)
public:
explicit AncientNecklaceBall(const InitArg& arg);
~AncientNecklaceBall() 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 0x100
const float* mLandNoiseLevel_s{};
// map_unit_param at offset 0x108
const int* mGrabNodeIndex_m{};
// map_unit_param at offset 0x110
sead::SafeString mGiantNecklaceActiveSaveFlag_m{};
};
} // namespace uking::ai
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