#pragma once #include "Game/Actor/Action/actionActionEx.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class BindPlayerNodeBase : public ActionEx { SEAD_RTTI_OVERRIDE(BindPlayerNodeBase, ActionEx) public: explicit BindPlayerNodeBase(const InitArg& arg); ~BindPlayerNodeBase() override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: void calc_() override; // static_param at offset 0x20 const char* mBoneName_s{}; // static_param at offset 0x28 const sead::Vector3f* mPosOffset_s{}; // static_param at offset 0x30 const sead::Vector3f* mRotOffsetXyz_s{}; }; } // namespace uking::action