#pragma once #include "Game/AI/Action/actionWaterFloatBase.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class FloatWait : public WaterFloatBase { SEAD_RTTI_OVERRIDE(FloatWait, WaterFloatBase) public: explicit FloatWait(const InitArg& arg); ~FloatWait() 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 0x60 const float* mWaterEffectSpeedRate_s{}; // static_param at offset 0x68 sead::SafeString mASKeyName_s{}; }; } // namespace uking::action