#pragma once #include "Game/AI/Action/actionPriestBossWarpOrVanish.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PriestBossFastWarpMove : public PriestBossWarpOrVanish { SEAD_RTTI_OVERRIDE(PriestBossFastWarpMove, PriestBossWarpOrVanish) public: explicit PriestBossFastWarpMove(const InitArg& arg); ~PriestBossFastWarpMove() 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 0x28 const float* mAfterImage0AppearFrame_s{}; // static_param at offset 0x30 const float* mAfterImage1AppearFrame_s{}; // static_param at offset 0x38 const float* mAppearFrame_s{}; // static_param at offset 0x40 sead::SafeString mASName_s{}; // dynamic_param at offset 0x50 float* mCurrentFrame_d{}; // dynamic_param at offset 0x58 bool* mIsCloseMove_d{}; // dynamic_param at offset 0x60 sead::Vector3f* mTargetPos_d{}; // dynamic_param at offset 0x68 sead::Vector3f* mMoveDstPos_d{}; // dynamic_param at offset 0x70 sead::Vector3f* mAfterImage0Pos_d{}; // dynamic_param at offset 0x78 sead::Vector3f* mAfterImage1Pos_d{}; }; } // namespace uking::action