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#pragma once
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class HorseFollow : public ksys::act::ai::Ai {
SEAD_RTTI_OVERRIDE(HorseFollow, ksys::act::ai::Ai)
public:
explicit HorseFollow(const InitArg& arg);
~HorseFollow() 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 0x38
const float* mDistanceSuccessEnd_s{};
// static_param at offset 0x40
const float* mDistanceMovingToward_s{};
// static_param at offset 0x48
const float* mDistanceRequestingPath_s{};
// static_param at offset 0x50
const float* mDistanceGivingUp_s{};
// static_param at offset 0x58
const float* mDistanceThresholdCry_s{};
// static_param at offset 0x60
const float* mDistanceCheckAvoidance_s{};
// static_param at offset 0x68
const float* mTargetVelocitySuccessEnd_s{};
// static_param at offset 0x70
const float* mUpdateTargetPosFrames_s{};
// static_param at offset 0x78
const float* mUpdateTargetPosFramesNear_s{};
// static_param at offset 0x80
const float* mSuccessEndDelays_s{};
// static_param at offset 0x88
const float* mSideDistance_s{};
// static_param at offset 0x90
const float* mTargetVelocityDistanceSec_s{};
// static_param at offset 0x98
const bool* mIsAvoidNavMeshActor_s{};
// static_param at offset 0xa0
const bool* mIsTargetPosEqualToLeaderPos_s{};
// static_param at offset 0xa8
const bool* mCanIgnorePlayer_s{};
// static_param at offset 0xb0
const sead::Vector3f* mSelfPositionOffsetLocal_s{};
// dynamic_param at offset 0xb8
float* mDistanceKept_d{};
// dynamic_param at offset 0xc0
ksys::act::BaseProcLink* mTargetActor_d{};
};
} // namespace uking::ai
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