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#pragma once
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class NPCConfront : public ksys::act::ai::Ai {
SEAD_RTTI_OVERRIDE(NPCConfront, ksys::act::ai::Ai)
public:
explicit NPCConfront(const InitArg& arg);
~NPCConfront() 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* mCounterGuardCount_s{};
// static_param at offset 0x40
const float* mReleaseDistance_s{};
// static_param at offset 0x48
const float* mReleaseTime_s{};
// static_param at offset 0x50
const float* mCounterRate_s{};
// static_param at offset 0x58
const float* mDirectTurnAngle_s{};
// dynamic_param at offset 0x60
int* mTerrorLevel_d{};
// dynamic_param at offset 0x68
bool* mIsTimeOver_d{};
// dynamic_param at offset 0x70
bool* mIsSitting_d{};
// dynamic_param at offset 0x78
bool* mIsNeedUnEquipWeapon_d{};
// dynamic_param at offset 0x80
sead::Vector3f* mTargetPos_d{};
// dynamic_param at offset 0x88
ksys::act::BaseProcLink* mTerrorEmitter_d{};
};
} // namespace uking::ai
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