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#pragma once
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class LumberjackFallenTree : public ksys::act::ai::Ai {
SEAD_RTTI_OVERRIDE(LumberjackFallenTree, ksys::act::ai::Ai)
public:
explicit LumberjackFallenTree(const InitArg& arg);
~LumberjackFallenTree() 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[0x60];
// static_param at offset 0x98
const float* mToLogAngVel_s{};
// static_param at offset 0xa0
const float* mMaxCheckAng_s{};
// static_param at offset 0xa8
const float* mCheckDis_s{};
// static_param at offset 0xb0
const float* mCheckHeightRate_s{};
// static_param at offset 0xb8
const float* mTerrorRegistAng_s{};
// static_param at offset 0xc0
const float* mTerrorUnregistTimelimit_s{};
// static_param at offset 0xc8
const float* mNoiseLevel_s{};
// static_param at offset 0xd0
const bool* mIsCheckHeight_s{};
// static_param at offset 0xd8
const sead::Vector3f* mTerrorOffsetPos4Falling_s{};
// aitree_variable at offset 0xe0
int* mLumberjackType_a{};
// aitree_variable at offset 0xe8
sead::Vector3f* mForceSetDropPos_a{};
// aitree_variable at offset 0xf0
sead::Vector3f* mMoveDirection_a{};
};
} // namespace uking::ai
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