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#pragma once
#include "Game/Actor/AI/aiEnemyDefaultReaction.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class GuardianMiniReaction : public EnemyDefaultReaction {
SEAD_RTTI_OVERRIDE(GuardianMiniReaction, EnemyDefaultReaction)
public:
explicit GuardianMiniReaction(const InitArg& arg);
~GuardianMiniReaction() 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 0x68
sead::SafeString mRootNodeName_s{};
// static_param at offset 0x78
sead::SafeString mArm1NodeName_s{};
// static_param at offset 0x88
sead::SafeString mArm2NodeName_s{};
// static_param at offset 0x98
sead::SafeString mArm3NodeName_s{};
// static_param at offset 0xa8
const int* mASSlotRight_s{};
// static_param at offset 0xb0
const int* mASSlotLeft_s{};
// static_param at offset 0xb8
const int* mASSlotBack_s{};
// static_param at offset 0xc0
sead::SafeString mPreAttackASRight_s{};
// static_param at offset 0xd0
sead::SafeString mPreAttackASLeft_s{};
// static_param at offset 0xe0
const int* mJustGuardNumForBreak_s{};
// static_param at offset 0xe8
const bool* mIsChangeWeapon_s{};
// aitree_variable at offset 0xf0
int* mGuardianMiniChanceTimeState_a{};
};
} // namespace uking::ai
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