#pragma once #include "Game/AI/Action/actionFreeMovingAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class ForkFlyToTargetDirect : public FreeMovingAction { SEAD_RTTI_OVERRIDE(ForkFlyToTargetDirect, FreeMovingAction) public: explicit ForkFlyToTargetDirect(const InitArg& arg); ~ForkFlyToTargetDirect() 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 float* mFinRadius_s{}; // static_param at offset 0x38 const float* mMoveSpd_s{}; // static_param at offset 0x40 const bool* mOnEndForceStop_s{}; // static_param at offset 0x48 const bool* mOnGround_s{}; // dynamic_param at offset 0x50 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::action