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#pragma once
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class EnemyNoiseTarget : public ksys::act::ai::Ai {
SEAD_RTTI_OVERRIDE(EnemyNoiseTarget, ksys::act::ai::Ai)
public:
explicit EnemyNoiseTarget(const InitArg& arg);
~EnemyNoiseTarget() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
// aitree_variable at offset 0x38
bool* mIsTrgChangeUnderWaterState_a{};
// static_param at offset 0x40
const int* mLostTime_s{};
// static_param at offset 0x48
const int* mWeaponIdx_s{};
// static_param at offset 0x50
const int* mRerouteTimeMin_s{};
// static_param at offset 0x58
const int* mRerouteTimeMax_s{};
// static_param at offset 0x60
const float* mNearDist_s{};
// static_param at offset 0x68
const float* mFarDist_s{};
// static_param at offset 0x70
const int* mShieldIdx_s{};
// static_param at offset 0x78
const float* mSearchShieldDist_s{};
// static_param at offset 0x80
const int* mNoShieldEquipWpIdx_s{};
// static_param at offset 0x88
const float* mNoShieldSearchDist_s{};
// static_param at offset 0x90
const float* mUnReachableToRepathDist_s{};
// static_param at offset 0x98
const float* mTooFarPathDist_s{};
};
} // namespace uking::ai
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