#pragma once #include "Game/Actor/AI/aiWaitNearTarget.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class ForestGiantBattleMove : public WaitNearTarget { SEAD_RTTI_OVERRIDE(ForestGiantBattleMove, WaitNearTarget) public: explicit ForestGiantBattleMove(const InitArg& arg); ~ForestGiantBattleMove() 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 0x68 const float* mAttackHeightMin_s{}; // static_param at offset 0x70 const float* mAttackHeightMax_s{}; }; } // namespace uking::ai