#pragma once #include "Game/AI/Action/actionNPCWaitFrame.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class NPCWaitDynFrame : public NPCWaitFrame { SEAD_RTTI_OVERRIDE(NPCWaitDynFrame, NPCWaitFrame) public: explicit NPCWaitDynFrame(const InitArg& arg); ~NPCWaitDynFrame() 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 0x58 int* mDynWaitFrame_d{}; // dynamic_param at offset 0x60 sead::SafeString mDynASName_d{}; }; } // namespace uking::action