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#pragma once
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class EnemyRoot : public ksys::act::ai::Ai {
SEAD_RTTI_OVERRIDE(EnemyRoot, ksys::act::ai::Ai)
public:
explicit EnemyRoot(const InitArg& arg);
~EnemyRoot() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
// FIXME: remove this
u8 pad_0x38[0x8];
// static_param at offset 0x40
const float* mInWaterDepth_s{};
// static_param at offset 0x48
const float* mOutOfWaterOffset_s{};
// static_param at offset 0x50
const float* mSpreadDist_s{};
// static_param at offset 0x58
const float* mSmallSpreadDist_s{};
// static_param at offset 0x60
const bool* mIgnoreHell_s{};
// static_param at offset 0x68
sead::SafeString mFortressTag_s{};
// map_unit_param at offset 0x78
const bool* mIsNearCreate_m{};
// map_unit_param at offset 0x80
sead::SafeString mEquipItem1_m{};
// map_unit_param at offset 0x90
sead::SafeString mEquipItem2_m{};
// map_unit_param at offset 0xa0
sead::SafeString mEquipItem3_m{};
// map_unit_param at offset 0xb0
sead::SafeString mEquipItem4_m{};
// map_unit_param at offset 0xc0
sead::SafeString mRideHorseName_m{};
// aitree_variable at offset 0xd0
int* mCreateDeadConditionType_a{};
// aitree_variable at offset 0xd8
int* mForceSealSilentKillCount_a{};
// aitree_variable at offset 0xe0
bool* mIsTrgChangeUnderWaterState_a{};
};
} // namespace uking::ai
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