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#pragma once
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class AssassinBattle : public ksys::act::ai::Ai {
SEAD_RTTI_OVERRIDE(AssassinBattle, ksys::act::ai::Ai)
public:
explicit AssassinBattle(const InitArg& arg);
~AssassinBattle() 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 0x38
const int* mWeaponIdx_s{};
// static_param at offset 0x40
const int* mTiredTime_s{};
// static_param at offset 0x48
const float* mWarpDist_s{};
// static_param at offset 0x50
const float* mBattleBaseDist_s{};
// static_param at offset 0x58
const float* mFirstAttackResetDist_s{};
// static_param at offset 0x60
const float* mBattleDistOutDist_s{};
// static_param at offset 0x68
const float* mFirstAttackAngle_s{};
// static_param at offset 0x70
const float* mTiredDist_s{};
// static_param at offset 0x78
const float* mFirstAttackDist_s{};
// static_param at offset 0x80
const float* mNearTiredOffset_s{};
// map_unit_param at offset 0x88
const float* mTerritoryArea_m{};
};
} // namespace uking::ai
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