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#pragma once
#include "Game/Actor/AI/aiNPCRoot.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class AssassinRoot : public NPCRoot {
SEAD_RTTI_OVERRIDE(AssassinRoot, NPCRoot)
public:
explicit AssassinRoot(const InitArg& arg);
~AssassinRoot() 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 0x238
const float* mChangeDistance_s{};
// map_unit_param at offset 0x240
sead::SafeString mEquipItem1_m{};
// map_unit_param at offset 0x250
sead::SafeString mEquipItem2_m{};
// map_unit_param at offset 0x260
sead::SafeString mEquipItem3_m{};
// map_unit_param at offset 0x270
sead::SafeString mEquipItem4_m{};
// map_unit_param at offset 0x280
sead::SafeString mRideHorseName_m{};
};
} // namespace uking::ai
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