#pragma once #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class AssassinBattle : public ksys::act::ai::Ai { SEAD_RTTI_OVERRIDE(AssassinBattle, ksys::act::ai::Ai) public: explicit AssassinBattle(const InitArg& arg); ~AssassinBattle() 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 0x38 const int* mWeaponIdx_s{}; // static_param at offset 0x40 const int* mTiredTime_s{}; // static_param at offset 0x48 const float* mWarpDist_s{}; // static_param at offset 0x50 const float* mBattleBaseDist_s{}; // static_param at offset 0x58 const float* mFirstAttackResetDist_s{}; // static_param at offset 0x60 const float* mBattleDistOutDist_s{}; // static_param at offset 0x68 const float* mFirstAttackAngle_s{}; // static_param at offset 0x70 const float* mTiredDist_s{}; // static_param at offset 0x78 const float* mFirstAttackDist_s{}; // static_param at offset 0x80 const float* mNearTiredOffset_s{}; // map_unit_param at offset 0x88 const float* mTerritoryArea_m{}; }; } // namespace uking::ai