#pragma once #include "Game/Actor/Horse/AI/aiRideHorseNonPlayer.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class NPCHorseRide : public RideHorseNonPlayer { SEAD_RTTI_OVERRIDE(NPCHorseRide, RideHorseNonPlayer) public: explicit NPCHorseRide(const InitArg& arg); ~NPCHorseRide() 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 0xe0 const int* mGearLevel_s{}; // static_param at offset 0xe8 const int* mGearResetPathNum_s{}; // static_param at offset 0xf0 const float* mPlayerNearDistance_s{}; // aitree_variable at offset 0x268 void* mEventBindUnit_a{}; }; } // namespace uking::ai