#pragma once #include "Game/AI/Action/actionForkTimer.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class EnemyFortressSimpleAction : public ForkTimer { SEAD_RTTI_OVERRIDE(EnemyFortressSimpleAction, ForkTimer) public: explicit EnemyFortressSimpleAction(const InitArg& arg); ~EnemyFortressSimpleAction() 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 0x90 const int* mNoRequestTime_s{}; // aitree_variable at offset 0x98 void* mRegistedActorUnit_a{}; }; } // namespace uking::action