#pragma once #include "Game/AI/Action/actionRandomMoveAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class NPCTargetMove : public RandomMoveAction { SEAD_RTTI_OVERRIDE(NPCTargetMove, RandomMoveAction) public: explicit NPCTargetMove(const InitArg& arg); ~NPCTargetMove() 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 0x38 const int* mUpdateTargetPosInterval_s{}; // static_param at offset 0x40 const int* mWallHitTime_s{}; // static_param at offset 0x48 const int* mStopTime_s{}; // static_param at offset 0x50 const float* mGoalDistance_s{}; // static_param at offset 0x58 const float* mRunGoalDistance_s{}; // static_param at offset 0x60 const float* mDistOnFailure_s{}; // static_param at offset 0x68 const bool* mIsPathOptimization_s{}; // static_param at offset 0x70 const bool* mIsShelterFromRain_s{}; // static_param at offset 0x78 sead::SafeString mASKeyName_s{}; // dynamic_param at offset 0x88 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::action