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path: root/src/Game/Actor/AI/aiEnemyWatchKeepingWait.h
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#pragma once

#include "KingSystem/ActorSystem/actAiAi.h"

namespace uking::ai {

class EnemyWatchKeepingWait : public ksys::act::ai::Ai {
    SEAD_RTTI_OVERRIDE(EnemyWatchKeepingWait, ksys::act::ai::Ai)
public:
    explicit EnemyWatchKeepingWait(const InitArg& arg);
    ~EnemyWatchKeepingWait() 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 int* mIdleCheckMin_s{};
    // static_param at offset 0x48
    const int* mIdleCheckMax_s{};
    // static_param at offset 0x50
    const int* mIdlePer_s{};
    // map_unit_param at offset 0x58
    const float* mRotAngle_m{};
    // map_unit_param at offset 0x60
    const float* mWaitTime_m{};
};

}  // namespace uking::ai