#pragma once #include "Game/Actor/AI/aiNavMove.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class UnarmedEnemyNoiseTarget : public NavMove { SEAD_RTTI_OVERRIDE(UnarmedEnemyNoiseTarget, NavMove) public: explicit UnarmedEnemyNoiseTarget(const InitArg& arg); ~UnarmedEnemyNoiseTarget() override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: // static_param at offset 0x68 const int* mLostTime_s{}; // static_param at offset 0x70 const int* mWeaponIdx_s{}; // static_param at offset 0x78 const float* mLostRange_s{}; // static_param at offset 0x80 const float* mLostVMin_s{}; // static_param at offset 0x88 const float* mLostVMax_s{}; // static_param at offset 0x90 const float* mSearchWeaponDist_s{}; // static_param at offset 0x98 const float* mSearchBaseWeaponDist_s{}; // static_param at offset 0xa0 const float* mAbsorpDist_s{}; // static_param at offset 0xa8 const float* mFarDist_s{}; // static_param at offset 0xb0 const int* mRepathTime_s{}; // static_param at offset 0xb8 const float* mSearchWeaponTargetDist_s{}; // dynamic_param at offset 0xc0 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::ai