#pragma once #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class LastBossNormalWarp : public ksys::act::ai::Action { SEAD_RTTI_OVERRIDE(LastBossNormalWarp, ksys::act::ai::Action) public: explicit LastBossNormalWarp(const InitArg& arg); ~LastBossNormalWarp() 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 0x20 const float* mOffsetLength_s{}; // static_param at offset 0x28 const float* mOffsetY_s{}; // static_param at offset 0x30 const float* mWarpTime_s{}; // static_param at offset 0x38 const float* mCheckShapeRadius_s{}; // static_param at offset 0x40 const bool* mIsUseChangePos_s{}; // static_param at offset 0x48 const bool* mIsEscapeFromPlayer_s{}; // static_param at offset 0x50 const bool* mIsWarpAtGround_s{}; // static_param at offset 0x58 const bool* mIsChasePlayer_s{}; // static_param at offset 0x60 const bool* mDisableGroundHit_s{}; // static_param at offset 0x68 const bool* mDisableAirWallHit_s{}; // static_param at offset 0x70 const sead::Vector3f* mChaseDist_s{}; // static_param at offset 0x78 const sead::Vector3f* mChaseDistOffset_s{}; // static_param at offset 0x80 const sead::Vector3f* mHomePosOffset_s{}; // dynamic_param at offset 0x88 bool* mIsReturnHome_d{}; // dynamic_param at offset 0x90 bool* mIsForceWarp_d{}; // dynamic_param at offset 0x98 bool* mIsPartsActorTgOn_d{}; // dynamic_param at offset 0xa0 bool* mIsKeepDisableDraw_d{}; // dynamic_param at offset 0xa8 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::action