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#pragma once
#include "Game/Actor/AI/aiEnemyBattle.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class AnimalBattleAggressive : public EnemyBattle {
SEAD_RTTI_OVERRIDE(AnimalBattleAggressive, EnemyBattle)
public:
explicit AnimalBattleAggressive(const InitArg& arg);
~AnimalBattleAggressive() 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 0x90
const int* mForceAttackTimer_s{};
// static_param at offset 0x98
const int* mCounterAttackTimer_s{};
// static_param at offset 0xa0
const float* mForceAttackRange_s{};
// static_param at offset 0xa8
const float* mCounterAttackRange_s{};
// aitree_variable at offset 0xb0
bool* mAnimalEnableCounterFlag_a{};
};
} // namespace uking::ai
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