#pragma once #include "Game/Actor/AI/aiPreyRoot.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class SunazarashiRoot : public PreyRoot { SEAD_RTTI_OVERRIDE(SunazarashiRoot, PreyRoot) public: explicit SunazarashiRoot(const InitArg& arg); ~SunazarashiRoot() 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 0x208 const float* mStunNoiseLevel_s{}; // static_param at offset 0x210 const float* mClashSpeed_s{}; // static_param at offset 0x218 const float* mClashAngle_s{}; // static_param at offset 0x220 const bool* mEnableHangAlways_s{}; // map_unit_param at offset 0x228 const bool* mForbidSystemDeleteDistance_m{}; // aitree_variable at offset 0x230 sead::Vector3f* mSunazarashiReturnPos_a{}; }; } // namespace uking::ai