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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
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