#pragma once #include "Game/AI/Action/actionPlayASForAnimalUnit.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class AnimalTurn : public PlayASForAnimalUnit { SEAD_RTTI_OVERRIDE(AnimalTurn, PlayASForAnimalUnit) public: explicit AnimalTurn(const InitArg& arg); ~AnimalTurn() override; bool init_(sead::Heap* heap) override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: void calc_() override; // static_param at offset 0x60 const float* mAnimPlayRate_s{}; // static_param at offset 0x68 const float* mFinishAngleRange_s{}; // static_param at offset 0x70 const float* mRotateAngleMax_s{}; // dynamic_param at offset 0x78 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::action