#pragma once #include "Game/Actor/AI/aiRailMoveRemains.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class MoveRemainsElectric : public RailMoveRemains { SEAD_RTTI_OVERRIDE(MoveRemainsElectric, RailMoveRemains) public: explicit MoveRemainsElectric(const InitArg& arg); ~MoveRemainsElectric() 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 0x80 const float* mReactiveRange_s{}; // static_param at offset 0x88 const float* mDemoCallWaitTime_s{}; // static_param at offset 0x90 const sead::Vector3f* mCannonOffset_s{}; // static_param at offset 0x98 const sead::Vector3f* mWeakPointOffset_s{}; // map_unit_param at offset 0xa0 const bool* mIsJoinRemainsBattle_m{}; }; } // namespace uking::ai