#pragma once #include "Game/Actor/AI/aiWaitForTargetClose.h" #include "KingSystem/ActorSystem/actAiAi.h" namespace uking::ai { class WaitForCloseOrWaterSide : public WaitForTargetClose { SEAD_RTTI_OVERRIDE(WaitForCloseOrWaterSide, WaitForTargetClose) public: explicit WaitForCloseOrWaterSide(const InitArg& arg); ~WaitForCloseOrWaterSide() 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 0x58 const float* mDistFromWater_s{}; }; } // namespace uking::ai