#pragma once #include "Game/Actor/AI/aiEnemyBattle.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class AnimalBattleAggressive : public EnemyBattle { SEAD_RTTI_OVERRIDE(AnimalBattleAggressive, EnemyBattle) public: explicit AnimalBattleAggressive(const InitArg& arg); ~AnimalBattleAggressive() 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 0x90 const int* mForceAttackTimer_s{}; // static_param at offset 0x98 const int* mCounterAttackTimer_s{}; // static_param at offset 0xa0 const float* mForceAttackRange_s{}; // static_param at offset 0xa8 const float* mCounterAttackRange_s{}; // aitree_variable at offset 0xb0 bool* mAnimalEnableCounterFlag_a{}; }; } // namespace uking::ai