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path: root/src/Game/Actor/AI/aiPriestBossIronBallRoot.h
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#pragma once

#include "Game/Actor/AI/aiPriestBoss.h"
#include "KingSystem/ActorSystem/actAiAi.h"

namespace uking::ai {

class PriestBossIronBallRoot : public PriestBoss {
    SEAD_RTTI_OVERRIDE(PriestBossIronBallRoot, PriestBoss)
public:
    explicit PriestBossIronBallRoot(const InitArg& arg);
    ~PriestBossIronBallRoot() 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* mAttackPower_s{};
    // static_param at offset 0x48
    const int* mAttackPowerForPlayer_s{};
    // static_param at offset 0x50
    const int* mAtMinDamage_s{};
    // static_param at offset 0x58
    const int* mMagneLightningTime_s{};
    // map_unit_param at offset 0x60
    sead::SafeString mActorName_m{};
};

}  // namespace uking::ai