#pragma once #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class DungeonMove : public ksys::act::ai::Action { SEAD_RTTI_OVERRIDE(DungeonMove, ksys::act::ai::Action) public: explicit DungeonMove(const InitArg& arg); ~DungeonMove() 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 0x20 const float* mAccel_s{}; // dynamic_param at offset 0x28 float* mDynMoveDis_d{}; // map_unit_param at offset 0x30 const int* mInitDgnPriority_m{}; // map_unit_param at offset 0x38 const int* mCameraPattern_m{}; // map_unit_param at offset 0x40 const float* mMoveSpeed_m{}; // map_unit_param at offset 0x48 const float* mCameraPower_m{}; // map_unit_param at offset 0x50 const float* mCameraRange_m{}; }; } // namespace uking::action