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#pragma once
#include "Game/Actor/AI/aiItemRoot.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class ItemOnTree : public ItemRoot {
SEAD_RTTI_OVERRIDE(ItemOnTree, ItemRoot)
public:
explicit ItemOnTree(const InitArg& arg);
~ItemOnTree() 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 0x50
const int* mFallPowerMin_s{};
// static_param at offset 0x58
const int* mFallPowerMax_s{};
// static_param at offset 0x60
const int* mFallOddsMin_s{};
// static_param at offset 0x68
const int* mFallOddsMax_s{};
// static_param at offset 0x70
const float* mFallIntervalRange_s{};
// static_param at offset 0x78
const float* mFallCheckSpeedTh_s{};
// static_param at offset 0x80
sead::SafeString mAttOnTree_s{};
// static_param at offset 0x90
sead::SafeString mAttOnGround_s{};
};
} // namespace uking::ai
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