#pragma once #include "Game/AI/Action/actionDungeonMove.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class DungeonMoveAlwaysVibrateCam : public DungeonMove { SEAD_RTTI_OVERRIDE(DungeonMoveAlwaysVibrateCam, DungeonMove) public: explicit DungeonMoveAlwaysVibrateCam(const InitArg& arg); ~DungeonMoveAlwaysVibrateCam() 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 0x98 const bool* mIsSilentOnSuccess_s{}; // map_unit_param at offset 0xa0 const int* mCameraPattern_m{}; // map_unit_param at offset 0xa8 const float* mCameraPower_m{}; // map_unit_param at offset 0xb0 const float* mCameraRange_m{}; }; } // namespace uking::action