#pragma once #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class EnemyNoiseTarget : public ksys::act::ai::Ai { SEAD_RTTI_OVERRIDE(EnemyNoiseTarget, ksys::act::ai::Ai) public: explicit EnemyNoiseTarget(const InitArg& arg); ~EnemyNoiseTarget() override; bool init_(sead::Heap* heap) override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: // aitree_variable at offset 0x38 bool* mIsTrgChangeUnderWaterState_a{}; // static_param at offset 0x40 const int* mLostTime_s{}; // static_param at offset 0x48 const int* mWeaponIdx_s{}; // static_param at offset 0x50 const int* mRerouteTimeMin_s{}; // static_param at offset 0x58 const int* mRerouteTimeMax_s{}; // static_param at offset 0x60 const float* mNearDist_s{}; // static_param at offset 0x68 const float* mFarDist_s{}; // static_param at offset 0x70 const int* mShieldIdx_s{}; // static_param at offset 0x78 const float* mSearchShieldDist_s{}; // static_param at offset 0x80 const int* mNoShieldEquipWpIdx_s{}; // static_param at offset 0x88 const float* mNoShieldSearchDist_s{}; // static_param at offset 0x90 const float* mUnReachableToRepathDist_s{}; // static_param at offset 0x98 const float* mTooFarPathDist_s{}; }; } // namespace uking::ai