#pragma once #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class BokoblinArrowBattle : public ksys::act::ai::Ai { SEAD_RTTI_OVERRIDE(BokoblinArrowBattle, ksys::act::ai::Ai) public: explicit BokoblinArrowBattle(const InitArg& arg); ~BokoblinArrowBattle() override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: // static_param at offset 0x38 const int* mHoldInterval_s{}; // static_param at offset 0x40 const int* mHoldIntervalLast_s{}; // static_param at offset 0x48 const int* mHoldIntervalRand_s{}; // static_param at offset 0x50 const float* mLeaveStartDist_s{}; // static_param at offset 0x58 const float* mLeaveEndDist_s{}; // static_param at offset 0x60 const int* mLeaveWaitTime_s{}; // static_param at offset 0x68 const int* mLeaveTime_s{}; // static_param at offset 0x70 const float* mBaseDist_s{}; // static_param at offset 0x78 const float* mOutDist_s{}; // static_param at offset 0x80 const float* mOutDistVMin_s{}; // static_param at offset 0x88 const float* mOutDistVMax_s{}; // static_param at offset 0x90 const int* mWeaponIdx_s{}; // static_param at offset 0x98 const int* mBlindlyAttackMinNum_s{}; // static_param at offset 0xa0 const int* mBlindlyAttackMaxNum_s{}; // dynamic_param at offset 0xa8 sead::Vector3f* mTargetPos_d{}; // static_param at offset 0xb0 const float* mShootDistRatio_s{}; // static_param at offset 0xb8 const bool* mIsEndAfterAttack_s{}; // static_param at offset 0xc0 const bool* mIsUpdateNoticeState_s{}; }; } // namespace uking::ai