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#pragma once
#include "Game/Actor/AI/aiEnemyBattle.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class GuardianMiniFinalBattle : public EnemyBattle {
SEAD_RTTI_OVERRIDE(GuardianMiniFinalBattle, EnemyBattle)
public:
explicit GuardianMiniFinalBattle(const InitArg& arg);
~GuardianMiniFinalBattle() override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
// static_param at offset 0x90
const int* mASSlotRight_s{};
// static_param at offset 0x98
const int* mASSlotLeft_s{};
// static_param at offset 0xa0
const int* mASSlotBack_s{};
// static_param at offset 0xa8
const int* mAttackHitNum_s{};
// static_param at offset 0xb0
const bool* mIsPreAttackMove_s{};
// static_param at offset 0xb8
const float* mRotNeckRate_s{};
// aitree_variable at offset 0xc0
int* mGuardianMiniChanceTimeState_a{};
};
} // namespace uking::ai
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