#pragma once #include "Game/Actor/AI/aiNavMove.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class LandHumEnemyUnarmedBattle : public NavMove { SEAD_RTTI_OVERRIDE(LandHumEnemyUnarmedBattle, NavMove) public: explicit LandHumEnemyUnarmedBattle(const InitArg& arg); ~LandHumEnemyUnarmedBattle() override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: // static_param at offset 0x68 const int* mEquipItemSearchIdx_s{}; // static_param at offset 0x70 const int* mLostTimer_s{}; // static_param at offset 0x78 const float* mSearchWeaponDist_s{}; // static_param at offset 0x80 const float* mSearchBaseWeaponDist_s{}; // static_param at offset 0x88 const float* mSearchObjectDist_s{}; // static_param at offset 0x90 const float* mSearchWeaponTargetDist_s{}; // static_param at offset 0x98 const float* mSearchBowTargetDist_s{}; // static_param at offset 0xa0 const float* mGrabCheckRadius_s{}; // static_param at offset 0xa8 const float* mItemChaseableSpd_s{}; // static_param at offset 0xb0 const sead::Vector3f* mAttOffset_s{}; // static_param at offset 0xb8 const bool* mCanGrabHeavy_s{}; // static_param at offset 0xc0 const int* mRepathTime_s{}; // static_param at offset 0xc8 const float* mExplosivesAvoidDist_s{}; // static_param at offset 0xd0 const float* mExplosivesAvoidSpeed_s{}; // static_param at offset 0xd8 const float* mExplosivesAvoidAng_s{}; // static_param at offset 0xe0 const float* mLostVMin_s{}; // static_param at offset 0xe8 const float* mLostVMax_s{}; // static_param at offset 0xf0 const float* mLostRange_s{}; // static_param at offset 0xf8 const float* mOnCoHitAllowGrabAngle_s{}; // dynamic_param at offset 0x100 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::ai