#pragma once #include "Game/AI/Action/actionFlyingCharacterDamageBase.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class FlyingBirdDie : public FlyingCharacterDamageBase { SEAD_RTTI_OVERRIDE(FlyingBirdDie, FlyingCharacterDamageBase) public: explicit FlyingBirdDie(const InitArg& arg); ~FlyingBirdDie() 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 0xf8 const float* mEnableHitGroundCheckTimer_s{}; // static_param at offset 0x100 const bool* mIsChangeStateFallOnce_s{}; }; } // namespace uking::action