#pragma once #include "Game/Actor/Horse/AI/aiDefWanderAI.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PreyDefWanderAI : public DefWanderAI { SEAD_RTTI_OVERRIDE(PreyDefWanderAI, DefWanderAI) public: explicit PreyDefWanderAI(const InitArg& arg); ~PreyDefWanderAI() 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 int* mTimesStuckLimit_s{}; // static_param at offset 0x88 const float* mFramesStuckLimit_s{}; // aitree_variable at offset 0x90 float* mFramesStuckOnTerrain_a{}; // aitree_variable at offset 0x98 bool* mIsStuckOnTerrain_a{}; }; } // namespace uking::ai