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path: root/src/Game/Actor/AI/aiAnimalEscapeAI.h
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#pragma once

#include "Game/Actor/AI/aiAnimalRndMove.h"
#include "KingSystem/ActorSystem/actAiAi.h"

namespace uking::ai {

class AnimalEscapeAI : public AnimalRndMove {
    SEAD_RTTI_OVERRIDE(AnimalEscapeAI, AnimalRndMove)
public:
    explicit AnimalEscapeAI(const InitArg& arg);
    ~AnimalEscapeAI() 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 0xa8
    const int* mNumTimesAllowStuck_s{};
    // static_param at offset 0xb0
    const float* mContinueDistance_s{};
    // static_param at offset 0xb8
    const float* mShouldEscapeDistance_s{};
    // static_param at offset 0xc0
    const float* mShouldEscapeDistanceRand_s{};
    // static_param at offset 0xc8
    const float* mPenaltyScale_s{};
    // static_param at offset 0xd0
    const float* mNavMeshRadiusScale_s{};
    // static_param at offset 0xd8
    const float* mFramesStuckOnTerrainAction_s{};
    // static_param at offset 0xe0
    const bool* mIsSendGoalPos_s{};
    // static_param at offset 0xe8
    const bool* mIsUseBeforeAction_s{};
    // static_param at offset 0xf0
    const bool* mIsDynamicallyOffsetNavChar_s{};
    // dynamic_param at offset 0xf8
    sead::Vector3f* mTargetPos_d{};
    // aitree_variable at offset 0x100
    bool* mIsUseTerritory_a{};
};

}  // namespace uking::ai