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#pragma once
#include "Game/Actor/AI/aiPriestBoss.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class PriestBossGiantStageRotRoot : public PriestBoss {
SEAD_RTTI_OVERRIDE(PriestBossGiantStageRotRoot, PriestBoss)
public:
explicit PriestBossGiantStageRotRoot(const InitArg& arg);
~PriestBossGiantStageRotRoot() 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 float* mCentralAngle_s{};
// static_param at offset 0x48
const float* mPercentRadiusHeight_s{};
// static_param at offset 0x50
const float* mIronBallHeightOffset_s{};
// static_param at offset 0x58
const float* mArcPercent_s{};
// static_param at offset 0x60
const float* mZOffset_s{};
// static_param at offset 0x68
const float* mZOffsetIndex_s{};
// static_param at offset 0x70
const float* mHoldBallsCounterLength_s{};
// static_param at offset 0x78
const float* mBallsReleaseIntervalFrames_s{};
// aitree_variable at offset 0x80
float* mKeepDistFromGround_a{};
// aitree_variable at offset 0x88
bool* mIsActive_a{};
// aitree_variable at offset 0x90
sead::Vector3f* mFacePos_a{};
// aitree_variable at offset 0x98
sead::Vector3f* mDestinationPos_a{};
// aitree_variable at offset 0xa0
void* mPriestBossMetaAIUnit_a{};
};
} // namespace uking::ai
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