#pragma once #include "Game/AI/Action/actionHorseReinsDefaultAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class HorseReinsBindAction : public HorseReinsDefaultAction { SEAD_RTTI_OVERRIDE(HorseReinsBindAction, HorseReinsDefaultAction) public: explicit HorseReinsBindAction(const InitArg& arg); ~HorseReinsBindAction() 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; // dynamic_param at offset 0xf30 bool* mIsLeftBind_d{}; // dynamic_param at offset 0xf38 bool* mIsRightBind_d{}; // dynamic_param at offset 0xf40 ksys::act::BaseProcLink* mRider_d{}; // dynamic_param at offset 0xf48 ksys::act::BaseProcLink* mHorse_d{}; }; } // namespace uking::action