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#pragma once
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class LastBossShootNormalArrowRoot : public ksys::act::ai::Ai {
SEAD_RTTI_OVERRIDE(LastBossShootNormalArrowRoot, ksys::act::ai::Ai)
public:
explicit LastBossShootNormalArrowRoot(const InitArg& arg);
~LastBossShootNormalArrowRoot() 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 0x38
const int* mArrowNum_s{};
// static_param at offset 0x40
const int* mAtMinDamage_s{};
// static_param at offset 0x48
const int* mAttackPower_s{};
// static_param at offset 0x50
const int* mAttackPowerForPlayer_s{};
// static_param at offset 0x58
const float* mBattleNodeOffsetLR_s{};
// static_param at offset 0x60
const float* mBattleNodeOffsetUD_s{};
// static_param at offset 0x68
const bool* mIsPrepreNextArrow_s{};
// static_param at offset 0x70
sead::SafeString mArrowName_s{};
// static_param at offset 0x80
sead::SafeString mPartsName_s{};
// static_param at offset 0x90
const sead::Vector3f* mReflectOffset_s{};
// dynamic_param at offset 0x98
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::ai
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