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#pragma once
#include "Game/Actor/AI/aiPriestBoss.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class PriestBossSynchroMode : public PriestBoss {
SEAD_RTTI_OVERRIDE(PriestBossSynchroMode, PriestBoss)
public:
explicit PriestBossSynchroMode(const InitArg& arg);
~PriestBossSynchroMode() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
// aitree_variable at offset 0x40
int* mEquipWeaponBufIndex_a{};
// aitree_variable at offset 0x48
bool* mReturnFromBananaMode_a{};
};
} // namespace uking::ai
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