#pragma once #include "Game/AI/Action/actionDungeonRotateBase.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class DungeonRotate2Target : public DungeonRotateBase { SEAD_RTTI_OVERRIDE(DungeonRotate2Target, DungeonRotateBase) public: explicit DungeonRotate2Target(const InitArg& arg); ~DungeonRotate2Target() 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 0xc8 const int* mDgnRotDir_s{}; // static_param at offset 0xd0 const float* mRotSpAccel_s{}; // static_param at offset 0xd8 const float* mRotSpSlowDown_s{}; // static_param at offset 0xe0 const float* mRotSpSlowDownTh_s{}; // static_param at offset 0xe8 const float* mMinRotSp_s{}; // static_param at offset 0xf0 const float* mRotReverseSlowDown_s{}; // aitree_variable at offset 0xf8 float* mTargetRad_a{}; // aitree_variable at offset 0x100 float* mTargetRadMax_a{}; // aitree_variable at offset 0x108 float* mTargetRadMin_a{}; }; } // namespace uking::action