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#pragma once
#include "Game/Actor/AI/aiEnemyRoot.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class GolemRootBase : public EnemyRoot {
SEAD_RTTI_OVERRIDE(GolemRootBase, EnemyRoot)
public:
explicit GolemRootBase(const InitArg& arg);
~GolemRootBase() 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 int* mShaderASTargetBone_s{};
// static_param at offset 0x1e0
const int* mBodyShaderSeqBank_s{};
// static_param at offset 0x1e8
const int* mArmRShaderSeqBank_s{};
// static_param at offset 0x1f0
const int* mArmLShaderSeqBank_s{};
// static_param at offset 0x1f8
sead::SafeString mUpperArmL_PartsKey_s{};
// static_param at offset 0x208
sead::SafeString mLowerArmL_PartsKey_s{};
// static_param at offset 0x218
sead::SafeString mUpperArmR_PartsKey_s{};
// static_param at offset 0x228
sead::SafeString mLowerArmR_PartsKey_s{};
// static_param at offset 0x238
sead::SafeString mChemicalFieldKey_s{};
// static_param at offset 0x248
sead::SafeString mBodyDeactiveAS_s{};
// static_param at offset 0x258
sead::SafeString mArmRDeactiveAS_s{};
// static_param at offset 0x268
sead::SafeString mArmLDeactiveAS_s{};
// static_param at offset 0x278
sead::SafeString mBodyActiveAS_s{};
// static_param at offset 0x288
sead::SafeString mArmRActiveAS_s{};
// static_param at offset 0x298
sead::SafeString mArmLActiveAS_s{};
// static_param at offset 0x2a8
sead::SafeString mBodyMimicAS_s{};
// static_param at offset 0x2b8
sead::SafeString mArmRMimicAS_s{};
// static_param at offset 0x2c8
sead::SafeString mArmLMimicAS_s{};
// map_unit_param at offset 0x2d8
sead::SafeString mGolemTextureName_m{};
// aitree_variable at offset 0x2e8
void* mGolemChemicalController_a{};
};
} // namespace uking::ai
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