#pragma once #include "Game/AI/Action/actionDragonPlayASForDemo.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class DragonReleaseGrudgeForDemo : public DragonPlayASForDemo { SEAD_RTTI_OVERRIDE(DragonReleaseGrudgeForDemo, DragonPlayASForDemo) public: explicit DragonReleaseGrudgeForDemo(const InitArg& arg); ~DragonReleaseGrudgeForDemo() 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 0xc0 const int* mReleaseTime_s{}; // static_param at offset 0xc8 const int* mHeadTransSmoothStartFrame_s{}; // static_param at offset 0xd0 const int* mHeadTransSmoothEndFrame_s{}; // static_param at offset 0xd8 const float* mHeadTransSmoothRate_s{}; // static_param at offset 0xe0 const float* mHeadTransSmoothSklRootRate_s{}; }; } // namespace uking::action