#pragma once #include "Game/AI/Action/actionEnemyFortressChatTurnBase.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class EnemyFortressChatTurn : public EnemyFortressChatTurnBase { SEAD_RTTI_OVERRIDE(EnemyFortressChatTurn, EnemyFortressChatTurnBase) public: explicit EnemyFortressChatTurn(const InitArg& arg); ~EnemyFortressChatTurn() 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; // dynamic_param at offset 0xc8 ksys::act::BaseProcLink* mTargetActor_d{}; }; } // namespace uking::action