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#pragma once
#include "Game/Actor/AI/aiPriestBossIronBall.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class PriestBossIronBallStageRotate : public PriestBossIronBall {
SEAD_RTTI_OVERRIDE(PriestBossIronBallStageRotate, PriestBossIronBall)
public:
explicit PriestBossIronBallStageRotate(const InitArg& arg);
~PriestBossIronBallStageRotate() 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 0x6c0
const float* mIronBallSummonRadius_s{};
// static_param at offset 0x6c8
const float* mIronBallSummonArchAngle_s{};
// static_param at offset 0x6d0
const float* mIronBallSummonOffsetY_s{};
// aitree_variable at offset 0x6d8
bool* mIsActive_a{};
// aitree_variable at offset 0x6e0
void* mPriestBossMetaAIUnit_a{};
};
} // namespace uking::ai
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