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#pragma once
#include "Game/Actor/AI/aiPriestBossActorRoot.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class PriestBossActorNormalRoot : public PriestBossActorRoot {
SEAD_RTTI_OVERRIDE(PriestBossActorNormalRoot, PriestBossActorRoot)
public:
explicit PriestBossActorNormalRoot(const InitArg& arg);
~PriestBossActorNormalRoot() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
// aitree_variable at offset 0x40
int* mEquipWeaponBufIndex_a{};
};
} // namespace uking::ai
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