#pragma once #include "Game/AI/Action/actionPlayerDestinationTurn.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PlayerDestinationTurnWithAnim : public PlayerDestinationTurn { SEAD_RTTI_OVERRIDE(PlayerDestinationTurnWithAnim, PlayerDestinationTurn) public: explicit PlayerDestinationTurnWithAnim(const InitArg& arg); ~PlayerDestinationTurnWithAnim() 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 0x40 bool* mIsWaitASFinish_d{}; // dynamic_param at offset 0x48 bool* mUsePartBind_d{}; // dynamic_param at offset 0x50 sead::SafeString mASName_d{}; }; } // namespace uking::action