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#pragma once
#include "Game/Actor/AI/aiPriestBoss.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class PriestBossBananaMode : public PriestBoss {
SEAD_RTTI_OVERRIDE(PriestBossBananaMode, PriestBoss)
public:
explicit PriestBossBananaMode(const InitArg& arg);
~PriestBossBananaMode() 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 0x80
const int* mHealAmount_s{};
// static_param at offset 0x88
const float* mTimeUpFrames_s{};
// aitree_variable at offset 0x90
bool* mReturnFromBananaMode_a{};
};
} // namespace uking::ai
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