#pragma once #include "Game/Actor/AI/aiNavMove.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class LandHumEnemyFindBait : public NavMove { SEAD_RTTI_OVERRIDE(LandHumEnemyFindBait, NavMove) public: explicit LandHumEnemyFindBait(const InitArg& arg); ~LandHumEnemyFindBait() override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: // static_param at offset 0x68 const int* mRepathTime_s{}; // dynamic_param at offset 0x70 ksys::act::BaseProcLink* mTargetBait_d{}; // static_param at offset 0x78 const bool* mIsDropWeapon_s{}; // static_param at offset 0x80 const bool* mIsValidForceNeck_s{}; // dynamic_param at offset 0x88 bool* mIsNotice_d{}; }; } // namespace uking::ai