#pragma once #include "Game/Actor/AI/aiItemRoot.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class ItemOnTree : public ItemRoot { SEAD_RTTI_OVERRIDE(ItemOnTree, ItemRoot) public: explicit ItemOnTree(const InitArg& arg); ~ItemOnTree() 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 0x50 const int* mFallPowerMin_s{}; // static_param at offset 0x58 const int* mFallPowerMax_s{}; // static_param at offset 0x60 const int* mFallOddsMin_s{}; // static_param at offset 0x68 const int* mFallOddsMax_s{}; // static_param at offset 0x70 const float* mFallIntervalRange_s{}; // static_param at offset 0x78 const float* mFallCheckSpeedTh_s{}; // static_param at offset 0x80 sead::SafeString mAttOnTree_s{}; // static_param at offset 0x90 sead::SafeString mAttOnGround_s{}; }; } // namespace uking::ai