#include "Game/AI/Action/actionNPCStartTurnToPlayer.h" #include "KingSystem/ActorSystem/actActor.h" #include "KingSystem/Utils/Thread/Message.h" namespace uking::action { NPCStartTurnToPlayer::NPCStartTurnToPlayer(const InitArg& arg) : ksys::act::ai::Action(arg) {} NPCStartTurnToPlayer::~NPCStartTurnToPlayer() = default; bool NPCStartTurnToPlayer::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } bool NPCStartTurnToPlayer::oneShot_() { mValue = *mTurnRange_d * 0.5f; sendMessage(*mActor->getMesTransceiverId(), ksys::MessageType(0x8000078), &mValue); return ksys::act::ai::Action::oneShot_(); } void NPCStartTurnToPlayer::loadParams_() { getDynamicParam(&mTurnRange_d, "TurnRange"); } } // namespace uking::action