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#pragma once
#include "Game/Actor/AI/aiStoneShootEnemyBattle.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class DynTargetStoneShootEnemyBattle : public StoneShootEnemyBattle {
SEAD_RTTI_OVERRIDE(DynTargetStoneShootEnemyBattle, StoneShootEnemyBattle)
public:
explicit DynTargetStoneShootEnemyBattle(const InitArg& arg);
~DynTargetStoneShootEnemyBattle() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
// dynamic_param at offset 0xb0
ksys::act::BaseProcLink* mTargetActor_d{};
};
} // namespace uking::ai
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