#pragma once #include "Game/AI/Action/actionTurnToActorBase.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class TurnToActor : public TurnToActorBase { SEAD_RTTI_OVERRIDE(TurnToActor, TurnToActorBase) public: explicit TurnToActor(const InitArg& arg); ~TurnToActor() 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 0x20 int* mASSlot_d{}; // dynamic_param at offset 0x28 int* mSequenceBank_d{}; // dynamic_param at offset 0x30 bool* mIsIgnoreSame_d{}; // dynamic_param at offset 0x38 bool* mIsChangeable_d{}; // dynamic_param at offset 0x40 sead::SafeString mASName_d{}; // dynamic_param at offset 0x50 sead::SafeString mDemoASName_d{}; }; } // namespace uking::action