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#pragma once
#include "Game/Actor/AI/aiCapturedActorRoot.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class FishRoot : public CapturedActorRoot {
SEAD_RTTI_OVERRIDE(FishRoot, CapturedActorRoot)
public:
explicit FishRoot(const InitArg& arg);
~FishRoot() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
// static_param at offset 0xf8
const float* mInWaterDepth_s{};
// static_param at offset 0x100
const float* mOnGroundDepth_s{};
// static_param at offset 0x108
const float* mNextJumpTimeBase_s{};
// static_param at offset 0x110
const float* mNextJumpTimeRand_s{};
// static_param at offset 0x118
const float* mAllowReturnThreatDist_s{};
// static_param at offset 0x120
const float* mFrameUntilOutOfWater_s{};
// static_param at offset 0x128
const float* mDistRunFromPlayerOnReturn_s{};
// static_param at offset 0x130
const float* mIgnoreFoodBase_s{};
// static_param at offset 0x138
const float* mIgnoreFoodRand_s{};
// static_param at offset 0x140
const float* mIgnoreFoodAfterSuccessBase_s{};
// static_param at offset 0x148
const float* mIgnoreFoodAfterSuccessRand_s{};
};
} // namespace uking::ai
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