#pragma once #include "Game/Actor/AI/aiNPCRoot.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class AssassinRoot : public NPCRoot { SEAD_RTTI_OVERRIDE(AssassinRoot, NPCRoot) public: explicit AssassinRoot(const InitArg& arg); ~AssassinRoot() 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 0x238 const float* mChangeDistance_s{}; // map_unit_param at offset 0x240 sead::SafeString mEquipItem1_m{}; // map_unit_param at offset 0x250 sead::SafeString mEquipItem2_m{}; // map_unit_param at offset 0x260 sead::SafeString mEquipItem3_m{}; // map_unit_param at offset 0x270 sead::SafeString mEquipItem4_m{}; // map_unit_param at offset 0x280 sead::SafeString mRideHorseName_m{}; }; } // namespace uking::ai