#pragma once #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class AnimalRndMove : public ksys::act::ai::Ai { SEAD_RTTI_OVERRIDE(AnimalRndMove, ksys::act::ai::Ai) public: explicit AnimalRndMove(const InitArg& arg); ~AnimalRndMove() 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 float* mSearchNextPathRadius_s{}; // static_param at offset 0x40 const float* mRadiusLimit_s{}; // static_param at offset 0x48 const float* mForwardDirDistCoefficient_s{}; // static_param at offset 0x50 const float* mDirRandomMinRatio_s{}; // static_param at offset 0x58 const float* mDirRangeAngle_s{}; // static_param at offset 0x60 const float* mRejectDistRatio_s{}; // static_param at offset 0x68 const float* mContinueAddSearchAngle_s{}; // static_param at offset 0x70 const float* mContinueReduceDistRatio_s{}; // static_param at offset 0x78 const float* mContinueReduceRejectDistRatio_s{}; // map_unit_param at offset 0x80 const float* mTerritoryArea_m{}; // map_unit_param at offset 0x88 const bool* mEnableNoEntryAreaCheck_m{}; // aitree_variable at offset 0x90 float* mFramesStuckOnTerrain_a{}; // aitree_variable at offset 0x98 bool* mIsStuckOnTerrain_a{}; }; } // namespace uking::ai