#pragma once #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class PreyRoot : public ksys::act::ai::Ai { SEAD_RTTI_OVERRIDE(PreyRoot, ksys::act::ai::Ai) public: explicit PreyRoot(const InitArg& arg); ~PreyRoot() 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 0x38 const int* mAfterEscapeForceEndState_s{}; // static_param at offset 0x40 const float* mInWaterDepth_s{}; // static_param at offset 0x48 const float* mEscapeForceEndTime_s{}; // static_param at offset 0x50 const bool* mIsCheckFreeFall_s{}; // static_param at offset 0x58 const bool* mIsCheckStuckConsiderY_s{}; // static_param at offset 0x60 const bool* mIsUseWeakForcePushOutside_s{}; // static_param at offset 0x68 const bool* mIsEnableEscapeForceEndCheck_s{}; // aitree_variable at offset 0x70 int* mCreateDeadConditionType_a{}; // aitree_variable at offset 0x78 float* mFramesStuckOnTerrain_a{}; // aitree_variable at offset 0x80 bool* mIsStuckOnTerrain_a{}; // aitree_variable at offset 0x88 bool* mIsChangeableStateFreeFall_a{}; // aitree_variable at offset 0x90 bool* mIsUseTerritory_a{}; }; } // namespace uking::ai