#pragma once #include "Game/AI/Action/actionRandomMoveAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class NPCEscape : public RandomMoveAction { SEAD_RTTI_OVERRIDE(NPCEscape, RandomMoveAction) public: explicit NPCEscape(const InitArg& arg); ~NPCEscape() override; bool init_(sead::Heap* heap) override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: void calc_() override; // static_param at offset 0x38 const int* mWallHitTime_s{}; // static_param at offset 0x40 const int* mStopTime_s{}; // static_param at offset 0x48 const float* mMaxDistance_s{}; // static_param at offset 0x50 const float* mMinDistance_s{}; // static_param at offset 0x58 const float* mAngularRange_s{}; // static_param at offset 0x60 const float* mVerticalEscapeSpeed_s{}; // static_param at offset 0x68 const bool* mIsTurnToTargetPos_s{}; // static_param at offset 0x70 sead::SafeString mASName_s{}; // dynamic_param at offset 0x80 sead::Vector3f* mTargetPos_d{}; // dynamic_param at offset 0x88 sead::Vector3f* mTargetVel_d{}; // map_unit_param at offset 0xc0 const float* mTerritoryArea_m{}; }; } // namespace uking::action