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#pragma once
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class NPCConfrontEnemy : public ksys::act::ai::Ai {
SEAD_RTTI_OVERRIDE(NPCConfrontEnemy, ksys::act::ai::Ai)
public:
explicit NPCConfrontEnemy(const InitArg& arg);
~NPCConfrontEnemy() 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 float* mReleaseDistance_s{};
// static_param at offset 0x40
const float* mReleaseTime_s{};
// static_param at offset 0x48
const float* mRewardDistance_s{};
// static_param at offset 0x50
const float* mTerrorDistAfterPlayerRescue_s{};
// dynamic_param at offset 0x58
int* mTerrorLevel_d{};
// dynamic_param at offset 0x60
int* mTerrorLayer_d{};
// dynamic_param at offset 0x68
bool* mIsReturnFromDemo_d{};
// dynamic_param at offset 0x70
sead::Vector3f* mTargetPos_d{};
// dynamic_param at offset 0x78
sead::Vector3f* mTargetVel_d{};
// map_unit_param at offset 0x80
const float* mTerritoryArea_m{};
};
} // namespace uking::ai
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