#pragma once
#include "EntityState.h"
extern const int CS_KingSTATENAME_GUARD;
class CS_KingGuard :
    public EntitySkillState
{
public:
    CS_KingGuard();
    const wchar_t* GetSaveName() override;
    const wchar_t* GetFuncName() override;
    const wchar_t* GetCheckFuncName() override;
    void State() override;
    void SubStep() override;
    void ChangeStateMsg(int stateID) override;
    bool Hurt(std::weak_ptr<Entity> src, int* pGetDamage, float* pAngle, bool* pTakedown, int* pElemType,
        float* pShockForce, float* pHeavy, int* outRealDamage, bool* outRetVal) override;
    int block_ani_counter = 0;
    int block_ani_counter_max = 30;
    int shieldHP = 0;
    bool bClimbAni = false;
};

