#pragma once #include "Game/AI/Action/actionNullASPlay.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class DragonFixPlacement : public NullASPlay { SEAD_RTTI_OVERRIDE(DragonFixPlacement, NullASPlay) public: explicit DragonFixPlacement(const InitArg& arg); ~DragonFixPlacement() 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 0x48 const int* mBlendStartFrame_s{}; // static_param at offset 0x50 const int* mHeadFixedModeTime_s{}; // static_param at offset 0x58 const int* mRailAdjustModeTime_s{}; // static_param at offset 0x60 const int* mCameraVibStartFrame_s{}; // static_param at offset 0x68 const int* mCameraVibLoop_s{}; // static_param at offset 0x70 const float* mBlendStartRate_s{}; // static_param at offset 0x78 const float* mBlendTime_s{}; // static_param at offset 0x80 const float* mCameraVibPower_s{}; // static_param at offset 0x88 const float* mCameraVibRange_s{}; // static_param at offset 0x90 const sead::Vector3f* mRotate_s{}; // static_param at offset 0x98 const sead::Vector3f* mPosition_s{}; }; } // namespace uking::action