#pragma once #include "Game/Actor/AI/aiBezierRailMove.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class RemainsFireDroneNormal : public BezierRailMove { SEAD_RTTI_OVERRIDE(RemainsFireDroneNormal, BezierRailMove) public: explicit RemainsFireDroneNormal(const InitArg& arg); ~RemainsFireDroneNormal() 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 0xa0 const float* mLightLengthOffset_s{}; // static_param at offset 0xa8 const bool* mAdjustRadius_s{}; // map_unit_param at offset 0xb0 const int* mSearchLightType_m{}; // map_unit_param at offset 0xb8 const float* mLightLength_m{}; // map_unit_param at offset 0xc0 const float* mLightRadius_m{}; // aitree_variable at offset 0xc8 float* mTargetSpeed_a{}; }; } // namespace uking::ai