#pragma once #include "Game/AI/Action/actionNPCTurnToObject.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class NPCTurnToObjectGreeting : public NPCTurnToObject { SEAD_RTTI_OVERRIDE(NPCTurnToObjectGreeting, NPCTurnToObject) public: explicit NPCTurnToObjectGreeting(const InitArg& arg); ~NPCTurnToObjectGreeting() 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 0x68 sead::SafeString mGreetingType_d{}; }; } // namespace uking::action