#pragma once #include "Game/Actor/AI/aiEnemyWaitViewItem.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class EnemyFortressWait : public EnemyWaitViewItem { SEAD_RTTI_OVERRIDE(EnemyFortressWait, EnemyWaitViewItem) public: explicit EnemyFortressWait(const InitArg& arg); ~EnemyFortressWait() override; bool init_(sead::Heap* heap) override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: // map_unit_param at offset 0x40 const int* mFortressEatPer_m{}; // map_unit_param at offset 0x48 sead::SafeString mFortressEatItem_m{}; // static_param at offset 0x58 const int* mEatPer_s{}; // static_param at offset 0x60 sead::SafeString mEatItem_s{}; }; } // namespace uking::ai