#pragma once #include "Game/AI/Action/actionWarpPlayerBase.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class WarpPlayerToActor : public WarpPlayerBase { SEAD_RTTI_OVERRIDE(WarpPlayerToActor, WarpPlayerBase) public: explicit WarpPlayerToActor(const InitArg& arg); ~WarpPlayerToActor() 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 0x60 float* mDestinationX_d{}; // dynamic_param at offset 0x68 float* mDestinationY_d{}; // dynamic_param at offset 0x70 float* mDestinationZ_d{}; // dynamic_param at offset 0x78 float* mDirectionY_d{}; // dynamic_param at offset 0x80 float* mRelativeDist_d{}; // dynamic_param at offset 0x88 bool* mRotToVec3f_d{}; // dynamic_param at offset 0x90 bool* mOnGround_d{}; // dynamic_param at offset 0x98 bool* mIsOffsetBaseTargetActor_d{}; // dynamic_param at offset 0xa0 sead::SafeString mActorName_d{}; // dynamic_param at offset 0xb0 sead::SafeString mGameDataVec3fRotDir_d{}; }; } // namespace uking::action