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#pragma once
#include "Game/Actor/AI/aiEnemyWaitViewItem.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class EnemyFortressWait : public EnemyWaitViewItem {
SEAD_RTTI_OVERRIDE(EnemyFortressWait, EnemyWaitViewItem)
public:
explicit EnemyFortressWait(const InitArg& arg);
~EnemyFortressWait() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
// map_unit_param at offset 0x40
const int* mFortressEatPer_m{};
// map_unit_param at offset 0x48
sead::SafeString mFortressEatItem_m{};
// static_param at offset 0x58
const int* mEatPer_s{};
// static_param at offset 0x60
sead::SafeString mEatItem_s{};
};
} // namespace uking::ai
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