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#pragma once
#include "Game/Actor/AI/aiEnemyRoot.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class ForestGiantRoot : public EnemyRoot {
SEAD_RTTI_OVERRIDE(ForestGiantRoot, EnemyRoot)
public:
explicit ForestGiantRoot(const InitArg& arg);
~ForestGiantRoot() 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 0x1d8
const bool* mIsDamageToEnemy_s{};
// aitree_variable at offset 0x220
bool* mIgnoreGiantArmorCondition_a{};
// aitree_variable at offset 0x228
void* mGiantNecklaceUnit_a{};
};
} // namespace uking::ai
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