#pragma once #include "Game/Actor/AI/aiHorseRiddenStatusSelector.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class MotorcycleRoot : public HorseRiddenStatusSelector { SEAD_RTTI_OVERRIDE(MotorcycleRoot, HorseRiddenStatusSelector) public: explicit MotorcycleRoot(const InitArg& arg); ~MotorcycleRoot() 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* mInWaterRateForDisappear_s{}; // static_param at offset 0x40 const float* mDistanceToPlayerForDisappear_s{}; // static_param at offset 0x48 const float* mNoiseEnergyEmpty_s{}; // static_param at offset 0x50 const float* mNoiseNotRidden_s{}; // static_param at offset 0x58 const float* mNoiseThrottleClose_s{}; // static_param at offset 0x60 const float* mNoiseThrottleOpen_s{}; // static_param at offset 0x68 const float* mForestFogRatioForDisappear_s{}; }; } // namespace uking::ai