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#pragma once
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class NavMoveTarget : public ksys::act::ai::Ai {
SEAD_RTTI_OVERRIDE(NavMoveTarget, ksys::act::ai::Ai)
public:
explicit NavMoveTarget(const InitArg& arg);
~NavMoveTarget() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
// FIXME: remove this
u8 pad_0x38[0x8];
// aitree_variable at offset 0x40
void* mRefPosVibrateCheckerForAI_a{};
// aitree_variable at offset 0x48
void* mRefVelRotVibrateCheckerforAI_a{};
// static_param at offset 0x320
const int* mWeaponIdx_s{};
// static_param at offset 0x328
const float* mReachTargetArea_s{};
// static_param at offset 0x330
const float* mRepathTime_s{};
// static_param at offset 0x338
const float* mTooFarDist_s{};
// static_param at offset 0x340
const bool* mUseCharacterRadius_s{};
// static_param at offset 0x348
const int* mVibrateCheckTime_s{};
// static_param at offset 0x350
const int* mRotVibrateCheckTime_s{};
// static_param at offset 0x358
const bool* mIsLastLineReachCheck_s{};
// dynamic_param at offset 0x360
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::ai
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