#pragma once #include "Game/AI/Action/actionRotateTurnToTarget.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class NoticeTurn : public RotateTurnToTarget { SEAD_RTTI_OVERRIDE(NoticeTurn, RotateTurnToTarget) public: explicit NoticeTurn(const InitArg& arg); ~NoticeTurn() 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 0x78 const int* mNoDoubleNoticeTime_s{}; }; } // namespace uking::action