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#pragma once
#include "Game/Actor/AI/aiPriestBoss.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class PriestBossActorNormalMode : public PriestBoss {
SEAD_RTTI_OVERRIDE(PriestBossActorNormalMode, PriestBoss)
public:
explicit PriestBossActorNormalMode(const InitArg& arg);
~PriestBossActorNormalMode() 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 0x40
const int* mApproachWarpRate_s{};
// static_param at offset 0x48
const float* mApproachStartDistance_s{};
// static_param at offset 0x50
const float* mLeaveStartDistance_s{};
// static_param at offset 0x58
const float* mLeaveStartTime_s{};
// static_param at offset 0x60
const float* mWaitMinTime_s{};
// static_param at offset 0x68
const float* mWaitMaxTime_s{};
// static_param at offset 0x70
const float* mSecondHalfLifePercent_s{};
// static_param at offset 0x78
const float* mFramesRestrictEarthRelease_s{};
// static_param at offset 0x80
const float* mWarpPosDistFromPlayer_s{};
// static_param at offset 0x88
const float* mStageMarginRateForEarthRelease_s{};
// static_param at offset 0x90
const bool* mIsManagedBtlMgr_s{};
// dynamic_param at offset 0x98
bool* mFromSyncMode_d{};
// aitree_variable at offset 0xa0
int* mEquipWeaponBufIndex_a{};
// aitree_variable at offset 0xa8
bool* mReturnFromBananaMode_a{};
};
} // namespace uking::ai
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