#pragma once #include "Game/AI/Action/actionPlayerAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PlayerDestinationTurn : public PlayerAction { SEAD_RTTI_OVERRIDE(PlayerDestinationTurn, PlayerAction) public: explicit PlayerDestinationTurn(const InitArg& arg); void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: void calc_() override; // dynamic_param at offset 0x20 float* mDestPosX_d{}; // dynamic_param at offset 0x28 float* mDestPosY_d{}; // dynamic_param at offset 0x30 float* mDestPosZ_d{}; }; } // namespace uking::action