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#pragma once
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class BokoblinArrowBattle : public ksys::act::ai::Ai {
SEAD_RTTI_OVERRIDE(BokoblinArrowBattle, ksys::act::ai::Ai)
public:
explicit BokoblinArrowBattle(const InitArg& arg);
~BokoblinArrowBattle() override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
// static_param at offset 0x38
const int* mHoldInterval_s{};
// static_param at offset 0x40
const int* mHoldIntervalLast_s{};
// static_param at offset 0x48
const int* mHoldIntervalRand_s{};
// static_param at offset 0x50
const float* mLeaveStartDist_s{};
// static_param at offset 0x58
const float* mLeaveEndDist_s{};
// static_param at offset 0x60
const int* mLeaveWaitTime_s{};
// static_param at offset 0x68
const int* mLeaveTime_s{};
// static_param at offset 0x70
const float* mBaseDist_s{};
// static_param at offset 0x78
const float* mOutDist_s{};
// static_param at offset 0x80
const float* mOutDistVMin_s{};
// static_param at offset 0x88
const float* mOutDistVMax_s{};
// static_param at offset 0x90
const int* mWeaponIdx_s{};
// static_param at offset 0x98
const int* mBlindlyAttackMinNum_s{};
// static_param at offset 0xa0
const int* mBlindlyAttackMaxNum_s{};
// dynamic_param at offset 0xa8
sead::Vector3f* mTargetPos_d{};
// static_param at offset 0xb0
const float* mShootDistRatio_s{};
// static_param at offset 0xb8
const bool* mIsEndAfterAttack_s{};
// static_param at offset 0xc0
const bool* mIsUpdateNoticeState_s{};
};
} // namespace uking::ai
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