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#pragma once
#include "Game/Actor/AI/aiNavMove.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class EnemyChaseTargetAndAction : public NavMove {
SEAD_RTTI_OVERRIDE(EnemyChaseTargetAndAction, NavMove)
public:
explicit EnemyChaseTargetAndAction(const InitArg& arg);
~EnemyChaseTargetAndAction() override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
// static_param at offset 0x68
const int* mRepathTime_s{};
// static_param at offset 0x70
const float* mLostDist_s{};
// static_param at offset 0x78
const float* mLostSpeed_s{};
// static_param at offset 0x80
const float* mLostAng_s{};
// dynamic_param at offset 0x88
ksys::act::BaseProcLink* mTargetActor_d{};
};
} // namespace uking::ai
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