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#pragma once
#include "Game/Actor/AI/aiPriestBossActorGiantRoot.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class PriestBossActorGiantFouthRoot : public PriestBossActorGiantRoot {
SEAD_RTTI_OVERRIDE(PriestBossActorGiantFouthRoot, PriestBossActorGiantRoot)
public:
explicit PriestBossActorGiantFouthRoot(const InitArg& arg);
~PriestBossActorGiantFouthRoot() 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 0xf8
const float* mStompDistance_s{};
// static_param at offset 0x100
const float* mStompInAreaTimer_s{};
// static_param at offset 0x108
const bool* mStompAction_s{};
// static_param at offset 0x110
const bool* mStompAlwaysChange_s{};
// aitree_variable at offset 0x118
void* mPriestBossMetaAIUnit_a{};
};
} // namespace uking::ai
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