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#pragma once
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class AssassinShooterBattle : public ksys::act::ai::Ai {
SEAD_RTTI_OVERRIDE(AssassinShooterBattle, ksys::act::ai::Ai)
public:
explicit AssassinShooterBattle(const InitArg& arg);
~AssassinShooterBattle() 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* mWarpDistNear_s{};
// static_param at offset 0x50
const float* mWarpDistFar_s{};
// static_param at offset 0x58
const float* mTerritoryDist_s{};
// static_param at offset 0x60
const float* mTiredGrHeight_s{};
// static_param at offset 0x68
const float* mIntervalIntensity_s{};
};
} // namespace uking::ai
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