#pragma once #include "Game/Actor/AI/aiCapturedActorRoot.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class FishRoot : public CapturedActorRoot { SEAD_RTTI_OVERRIDE(FishRoot, CapturedActorRoot) public: explicit FishRoot(const InitArg& arg); ~FishRoot() 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 0xf8 const float* mInWaterDepth_s{}; // static_param at offset 0x100 const float* mOnGroundDepth_s{}; // static_param at offset 0x108 const float* mNextJumpTimeBase_s{}; // static_param at offset 0x110 const float* mNextJumpTimeRand_s{}; // static_param at offset 0x118 const float* mAllowReturnThreatDist_s{}; // static_param at offset 0x120 const float* mFrameUntilOutOfWater_s{}; // static_param at offset 0x128 const float* mDistRunFromPlayerOnReturn_s{}; // static_param at offset 0x130 const float* mIgnoreFoodBase_s{}; // static_param at offset 0x138 const float* mIgnoreFoodRand_s{}; // static_param at offset 0x140 const float* mIgnoreFoodAfterSuccessBase_s{}; // static_param at offset 0x148 const float* mIgnoreFoodAfterSuccessRand_s{}; }; } // namespace uking::ai