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#pragma once
#include "Game/Actor/AI/aiNavMove.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class LandHumEnemyUnarmedBattle : public NavMove {
SEAD_RTTI_OVERRIDE(LandHumEnemyUnarmedBattle, NavMove)
public:
explicit LandHumEnemyUnarmedBattle(const InitArg& arg);
~LandHumEnemyUnarmedBattle() override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
// static_param at offset 0x68
const int* mEquipItemSearchIdx_s{};
// static_param at offset 0x70
const int* mLostTimer_s{};
// static_param at offset 0x78
const float* mSearchWeaponDist_s{};
// static_param at offset 0x80
const float* mSearchBaseWeaponDist_s{};
// static_param at offset 0x88
const float* mSearchObjectDist_s{};
// static_param at offset 0x90
const float* mSearchWeaponTargetDist_s{};
// static_param at offset 0x98
const float* mSearchBowTargetDist_s{};
// static_param at offset 0xa0
const float* mGrabCheckRadius_s{};
// static_param at offset 0xa8
const float* mItemChaseableSpd_s{};
// static_param at offset 0xb0
const sead::Vector3f* mAttOffset_s{};
// static_param at offset 0xb8
const bool* mCanGrabHeavy_s{};
// static_param at offset 0xc0
const int* mRepathTime_s{};
// static_param at offset 0xc8
const float* mExplosivesAvoidDist_s{};
// static_param at offset 0xd0
const float* mExplosivesAvoidSpeed_s{};
// static_param at offset 0xd8
const float* mExplosivesAvoidAng_s{};
// static_param at offset 0xe0
const float* mLostVMin_s{};
// static_param at offset 0xe8
const float* mLostVMax_s{};
// static_param at offset 0xf0
const float* mLostRange_s{};
// static_param at offset 0xf8
const float* mOnCoHitAllowGrabAngle_s{};
// dynamic_param at offset 0x100
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::ai
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