#pragma once #include "Game/AI/Action/actionTimeredASPlay.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class Vanish : public TimeredASPlay { SEAD_RTTI_OVERRIDE(Vanish, TimeredASPlay) public: explicit Vanish(const InitArg& arg); ~Vanish() 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 0x60 const int* mDieType_s{}; // static_param at offset 0x68 const bool* mNoDrop_s{}; }; } // namespace uking::action