#pragma once #include "Game/Actor/AI/aiNPCScheduleMove.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class NPCWander : public NPCScheduleMove { SEAD_RTTI_OVERRIDE(NPCWander, NPCScheduleMove) public: explicit NPCWander(const InitArg& arg); ~NPCWander() 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* mRainWaitTime_s{}; // static_param at offset 0x80 const float* mGoalDistance_s{}; // static_param at offset 0x88 const float* mRailUpdateDistRate_s{}; // static_param at offset 0x90 sead::SafeString mRainDestination_s{}; // static_param at offset 0xa0 sead::SafeString mNormalASKeyName_s{}; // static_param at offset 0xb0 sead::SafeString mRainASKeyName_s{}; // static_param at offset 0xc0 sead::SafeString mRailUniqueName_s{}; // dynamic_param at offset 0xd0 bool* mIsPathRest_d{}; }; } // namespace uking::ai