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#pragma once
#include "Game/Actor/Horse/AI/aiDefWanderAI.h"
#include "KingSystem/ActorSystem/actAiAi.h"
namespace uking::ai {
class PreyDefWanderAI : public DefWanderAI {
SEAD_RTTI_OVERRIDE(PreyDefWanderAI, DefWanderAI)
public:
explicit PreyDefWanderAI(const InitArg& arg);
~PreyDefWanderAI() 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 0x80
const int* mTimesStuckLimit_s{};
// static_param at offset 0x88
const float* mFramesStuckLimit_s{};
// aitree_variable at offset 0x90
float* mFramesStuckOnTerrain_a{};
// aitree_variable at offset 0x98
bool* mIsStuckOnTerrain_a{};
};
} // namespace uking::ai
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