#pragma once #include "Game/Actor/AI/aiNPCScheduleMove.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class NPCTravel : public NPCScheduleMove { SEAD_RTTI_OVERRIDE(NPCTravel, NPCScheduleMove) public: explicit NPCTravel(const InitArg& arg); ~NPCTravel() 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 0x78 const float* mWaitHorseReturnDist_s{}; // static_param at offset 0x80 const float* mGiveUpWaitHorseTime_s{}; }; } // namespace uking::ai