#pragma once #include "Game/AI/Action/actionLastBossFlyWait.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class LastBossFlyWaitTurnToTarget : public LastBossFlyWait { SEAD_RTTI_OVERRIDE(LastBossFlyWaitTurnToTarget, LastBossFlyWait) public: explicit LastBossFlyWaitTurnToTarget(const InitArg& arg); ~LastBossFlyWaitTurnToTarget() override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: // static_param at offset 0xa0 const float* mTurnStartDiffAng_s{}; // static_param at offset 0xa8 const float* mTurnRate_s{}; // static_param at offset 0xb0 sead::SafeString mTurnASName_s{}; // dynamic_param at offset 0xc0 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::action