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#pragma once
#include "Game/Actor/AI/aiPriestBossEyeBeam.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class PriestBossEyeBeamFourth : public PriestBossEyeBeam {
SEAD_RTTI_OVERRIDE(PriestBossEyeBeamFourth, PriestBossEyeBeam)
public:
explicit PriestBossEyeBeamFourth(const InitArg& arg);
~PriestBossEyeBeamFourth() 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 0xb8
const int* mAtDirType_s{};
// static_param at offset 0xc0
const int* mAtAttr_s{};
// static_param at offset 0xc8
const int* mAtType_s{};
// static_param at offset 0xd0
const int* mAtShieldBreakPower_s{};
// static_param at offset 0xd8
const int* mAtImpact_s{};
// static_param at offset 0xe0
const int* mAtPowerReduce_s{};
// static_param at offset 0xe8
const int* mAtPower_s{};
// static_param at offset 0xf0
const int* mAtDamage_s{};
// static_param at offset 0xf8
const int* mSearchEndAngle_s{};
// aitree_variable at offset 0x100
bool* mIsArrivedAtDestination_a{};
// aitree_variable at offset 0x108
sead::Vector3f* mDestinationPos_a{};
// aitree_variable at offset 0x110
sead::Vector3f* mFacePos_a{};
// aitree_variable at offset 0x118
void* mPriestBossMetaAIUnit_a{};
};
} // namespace uking::ai
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