#pragma once #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class DungeonRotateBase : public ksys::act::ai::Action { SEAD_RTTI_OVERRIDE(DungeonRotateBase, ksys::act::ai::Action) public: explicit DungeonRotateBase(const InitArg& arg); ~DungeonRotateBase() 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 int* mRotateAxisIndex_s{}; // map_unit_param at offset 0x28 const int* mInitDgnPriority_m{}; // map_unit_param at offset 0x30 const int* mCameraPattern_m{}; // map_unit_param at offset 0x38 const int* mRemainsPartType_m{}; // map_unit_param at offset 0x40 const float* mTiltAngularSpeed_m{}; // map_unit_param at offset 0x48 const float* mInitDgnRotRad_m{}; // map_unit_param at offset 0x50 const float* mCameraPower_m{}; // map_unit_param at offset 0x58 const float* mCameraRange_m{}; // map_unit_param at offset 0x60 const float* mVelocityControlRate_m{}; // map_unit_param at offset 0x68 const float* mAngleVelocityControlAccelDeg_m{}; }; } // namespace uking::action