#pragma once #include "Game/AI/Action/actionDungeonRotateBase.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class DgnObj_DLC_DungeonRotate : public DungeonRotateBase { SEAD_RTTI_OVERRIDE(DgnObj_DLC_DungeonRotate, DungeonRotateBase) public: explicit DgnObj_DLC_DungeonRotate(const InitArg& arg); ~DgnObj_DLC_DungeonRotate() 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; // map_unit_param at offset 0xc8 const float* mGearRatio_m{}; // map_unit_param at offset 0xd0 const bool* mIsClockWiseRotation_m{}; // aitree_variable at offset 0xd8 float* mRotationOffset_a{}; }; } // namespace uking::action