#pragma once #include "Game/AI/Action/actionFollowDungeonRotate.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class FollowDungeonRotateASPlay : public FollowDungeonRotate { SEAD_RTTI_OVERRIDE(FollowDungeonRotateASPlay, FollowDungeonRotate) public: explicit FollowDungeonRotateASPlay(const InitArg& arg); ~FollowDungeonRotateASPlay() 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 0x30 const int* mTargetIdx_s{}; // static_param at offset 0x38 const int* mSeqBankIdx_s{}; // static_param at offset 0x40 const bool* mIsIgnoreSame_s{}; // static_param at offset 0x48 const bool* mIsSuccessEndOnASFinish_s{}; // static_param at offset 0x50 const bool* mOnWaitRevival_s{}; // static_param at offset 0x58 const bool* mOnLinkTagBasic_s{}; // static_param at offset 0x60 sead::SafeString mASName_s{}; }; } // namespace uking::action