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#pragma once
#include "Game/Actor/Horse/AI/aiRideHorseNonPlayer.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class NPCHorseRide : public RideHorseNonPlayer {
SEAD_RTTI_OVERRIDE(NPCHorseRide, RideHorseNonPlayer)
public:
explicit NPCHorseRide(const InitArg& arg);
~NPCHorseRide() 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 0xe0
const int* mGearLevel_s{};
// static_param at offset 0xe8
const int* mGearResetPathNum_s{};
// static_param at offset 0xf0
const float* mPlayerNearDistance_s{};
// aitree_variable at offset 0x268
void* mEventBindUnit_a{};
};
} // namespace uking::ai
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