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#pragma once
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class LumberjackTree : public ksys::act::ai::Ai {
SEAD_RTTI_OVERRIDE(LumberjackTree, ksys::act::ai::Ai)
public:
explicit LumberjackTree(const InitArg& arg);
~LumberjackTree() 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[0x218];
// static_param at offset 0x250
const float* mFallInterval_s{};
// static_param at offset 0x258
const float* mFellImpRate_s{};
// static_param at offset 0x260
const float* mFellRotRate_s{};
// static_param at offset 0x268
const float* mCutOffsetLower_s{};
// static_param at offset 0x270
const float* mCutOffsetUpper_s{};
// static_param at offset 0x278
const float* mAlphaLower_s{};
// static_param at offset 0x280
const float* mAlphaSpeed_s{};
// map_unit_param at offset 0x288
const float* mCutRate_m{};
// map_unit_param at offset 0x290
const float* mAngleY_m{};
// map_unit_param at offset 0x298
sead::SafeString mDropTable_m{};
// aitree_variable at offset 0x2a8
int* mLumberjackType_a{};
// aitree_variable at offset 0x2b0
sead::Vector3f* mForceSetDropPos_a{};
// aitree_variable at offset 0x2b8
sead::Vector3f* mMoveDirection_a{};
};
} // namespace uking::ai
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