#pragma once #include "Game/AI/Action/actionNavMeshMoveWithAS.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class SandwormNavMove : public NavMeshMoveWithAS { SEAD_RTTI_OVERRIDE(SandwormNavMove, NavMeshMoveWithAS) public: explicit SandwormNavMove(const InitArg& arg); ~SandwormNavMove() 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 0xc0 const float* mTargetSandOffset_s{}; // static_param at offset 0xc8 const float* mSandOffsetSpeed_s{}; // static_param at offset 0xd0 const float* mVibrateStopCheck_s{}; // static_param at offset 0xd8 const float* mVibrateCheckFrame_s{}; // static_param at offset 0xe0 const float* mVibrateMemoryStep_s{}; // aitree_variable at offset 0xe8 void* mRefPosVibrateChecker_a{}; }; } // namespace uking::action