#pragma once #include "Game/Actor/Horse/AI/aiHorseRiddenByNPCBase.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class HorseRiddenByNPC : public HorseRiddenByNPCBase { SEAD_RTTI_OVERRIDE(HorseRiddenByNPC, HorseRiddenByNPCBase) public: explicit HorseRiddenByNPC(const InitArg& arg); ~HorseRiddenByNPC() 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 0x48 const float* mNavMeshCharacterScaleAtPrecise_s{}; }; } // namespace uking::ai