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#pragma once
#include "Game/Actor/AI/aiEnemyRoot.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class GuardianMiniRoot : public EnemyRoot {
SEAD_RTTI_OVERRIDE(GuardianMiniRoot, EnemyRoot)
public:
explicit GuardianMiniRoot(const InitArg& arg);
~GuardianMiniRoot() 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 float* mNeckRotRatio_s{};
// static_param at offset 0x1e0
const int* mJustGuardNumForBreak_s{};
// static_param at offset 0x1e8
const float* mRotStopSpeed_s{};
// aitree_variable at offset 0x1f0
int* mDamagedCount_a{};
// aitree_variable at offset 0x1f8
bool* mIsTransformedGuardianMini_a{};
// aitree_variable at offset 0x200
int* mGuardianMiniChanceTimeState_a{};
};
} // namespace uking::ai
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