#pragma once #include "Game/Actor/AI/aiNavMove.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class EnemyChaseTargetAndAction : public NavMove { SEAD_RTTI_OVERRIDE(EnemyChaseTargetAndAction, NavMove) public: explicit EnemyChaseTargetAndAction(const InitArg& arg); ~EnemyChaseTargetAndAction() override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: // static_param at offset 0x68 const int* mRepathTime_s{}; // static_param at offset 0x70 const float* mLostDist_s{}; // static_param at offset 0x78 const float* mLostSpeed_s{}; // static_param at offset 0x80 const float* mLostAng_s{}; // dynamic_param at offset 0x88 ksys::act::BaseProcLink* mTargetActor_d{}; }; } // namespace uking::ai