#pragma once #include "Game/AI/Action/actionTeleportBase.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class TeleportForceApperPosition : public TeleportBase { SEAD_RTTI_OVERRIDE(TeleportForceApperPosition, TeleportBase) public: explicit TeleportForceApperPosition(const InitArg& arg); ~TeleportForceApperPosition() 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* mArriveAtTargetTimeOut_s{}; // static_param at offset 0x80 const float* mArriveAtTargetRange_s{}; // static_param at offset 0x88 const bool* mIsArriveAtTarget_s{}; // static_param at offset 0x90 sead::SafeString mHideEffectName_s{}; // dynamic_param at offset 0xa0 sead::Vector3f* mAppearPosition_d{}; }; } // namespace uking::action