#pragma once #include #include #include "Runtime/GCNTypes.hpp" #include "Runtime/World/CDamageVulnerability.hpp" #include "Runtime/World/CPhysicsActor.hpp" #include namespace zeus { class CTransform; } namespace urde { class CAmbientAI : public CPhysicsActor { enum class EAnimationState { Ready, Alert, Impact }; CHealthInfo x258_initialHealthInfo; CHealthInfo x260_healthInfo; CDamageVulnerability x268_dVuln; EAnimationState x2d0_animState = EAnimationState::Ready; float x2d4_alertRange; float x2d8_impactRange; s32 x2dc_defaultAnim; s32 x2e0_alertAnim; s32 x2e4_impactAnim; bool x2e8_24_dead : 1 = false; bool x2e8_25_animating : 1 = false; public: CAmbientAI(TUniqueId, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&, const zeus::CAABox&, const CMaterialList&, float, const CHealthInfo&, const CDamageVulnerability&, const CActorParameters&, float, float, s32, s32, bool); void Accept(IVisitor&) override; void Think(float, CStateManager&) override; void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override; CHealthInfo* HealthInfo(CStateManager&) override{ return &x260_healthInfo; } const CDamageVulnerability* GetDamageVulnerability() const override{ return &x268_dVuln; } std::optional GetTouchBounds() const override; void Touch(CActor&, CStateManager&) override{} void RandomizePlaybackRate(CStateManager&); }; } // namespace urde