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#pragma once
#include "Game/Actor/AI/aiNPCScheduleMove.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class NPCWander : public NPCScheduleMove {
SEAD_RTTI_OVERRIDE(NPCWander, NPCScheduleMove)
public:
explicit NPCWander(const InitArg& arg);
~NPCWander() 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 0x78
const float* mRainWaitTime_s{};
// static_param at offset 0x80
const float* mGoalDistance_s{};
// static_param at offset 0x88
const float* mRailUpdateDistRate_s{};
// static_param at offset 0x90
sead::SafeString mRainDestination_s{};
// static_param at offset 0xa0
sead::SafeString mNormalASKeyName_s{};
// static_param at offset 0xb0
sead::SafeString mRainASKeyName_s{};
// static_param at offset 0xc0
sead::SafeString mRailUniqueName_s{};
// dynamic_param at offset 0xd0
bool* mIsPathRest_d{};
};
} // namespace uking::ai
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