#pragma once #include "Game/AI/Action/actionRotateTurnToTarget.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class FollowIgniteToBonePos : public RotateTurnToTarget { SEAD_RTTI_OVERRIDE(FollowIgniteToBonePos, RotateTurnToTarget) public: explicit FollowIgniteToBonePos(const InitArg& arg); ~FollowIgniteToBonePos() 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 0x78 const float* mLocalOffSetX_s{}; // static_param at offset 0x80 const float* mLocalOffSetY_s{}; // static_param at offset 0x88 const float* mLocalOffSetZ_s{}; // static_param at offset 0x90 const bool* mIsIgnitePosYZero_s{}; // static_param at offset 0x98 sead::SafeString mBoneName_s{}; }; } // namespace uking::action