#pragma once #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class HorseFollow : public ksys::act::ai::Ai { SEAD_RTTI_OVERRIDE(HorseFollow, ksys::act::ai::Ai) public: explicit HorseFollow(const InitArg& arg); ~HorseFollow() 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 0x38 const float* mDistanceSuccessEnd_s{}; // static_param at offset 0x40 const float* mDistanceMovingToward_s{}; // static_param at offset 0x48 const float* mDistanceRequestingPath_s{}; // static_param at offset 0x50 const float* mDistanceGivingUp_s{}; // static_param at offset 0x58 const float* mDistanceThresholdCry_s{}; // static_param at offset 0x60 const float* mDistanceCheckAvoidance_s{}; // static_param at offset 0x68 const float* mTargetVelocitySuccessEnd_s{}; // static_param at offset 0x70 const float* mUpdateTargetPosFrames_s{}; // static_param at offset 0x78 const float* mUpdateTargetPosFramesNear_s{}; // static_param at offset 0x80 const float* mSuccessEndDelays_s{}; // static_param at offset 0x88 const float* mSideDistance_s{}; // static_param at offset 0x90 const float* mTargetVelocityDistanceSec_s{}; // static_param at offset 0x98 const bool* mIsAvoidNavMeshActor_s{}; // static_param at offset 0xa0 const bool* mIsTargetPosEqualToLeaderPos_s{}; // static_param at offset 0xa8 const bool* mCanIgnorePlayer_s{}; // static_param at offset 0xb0 const sead::Vector3f* mSelfPositionOffsetLocal_s{}; // dynamic_param at offset 0xb8 float* mDistanceKept_d{}; // dynamic_param at offset 0xc0 ksys::act::BaseProcLink* mTargetActor_d{}; }; } // namespace uking::ai