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#pragma once
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class NPCAttack : public ksys::act::ai::Ai {
SEAD_RTTI_OVERRIDE(NPCAttack, ksys::act::ai::Ai)
public:
explicit NPCAttack(const InitArg& arg);
~NPCAttack() 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 int* mActionBaseTime_s{};
// static_param at offset 0x40
const int* mActionTimePlay_s{};
// static_param at offset 0x48
const int* mActionRate_s{};
// static_param at offset 0x50
const int* mAttackRate_s{};
// static_param at offset 0x58
const int* mAttackModeTime_s{};
// static_param at offset 0x60
const int* mGuardModeTime_s{};
// static_param at offset 0x68
const int* mEnemyChanceTime_s{};
// dynamic_param at offset 0x70
float* mTerrorLevel_d{};
// dynamic_param at offset 0x78
bool* mIsBattleStart_d{};
// dynamic_param at offset 0x80
sead::Vector3f* mTargetPos_d{};
// dynamic_param at offset 0x88
ksys::act::BaseProcLink* mEnemyLink_d{};
};
} // namespace uking::ai
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