#pragma once #include "Game/AI/Action/actionBindAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class BindActionForManyActor : public BindAction { SEAD_RTTI_OVERRIDE(BindActionForManyActor, BindAction) public: explicit BindActionForManyActor(const InitArg& arg); ~BindActionForManyActor() 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; // dynamic_param at offset 0xd8 bool* mIsKeepParentActor_d{}; // dynamic_param at offset 0xe0 ksys::act::BaseProcLink* mParentActor_d{}; }; } // namespace uking::action