#pragma once #include "Game/Actor/Action/actionForkEndByConditionBase.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class ForkDynActorNoTargetSelf : public ForkEndByConditionBase { SEAD_RTTI_OVERRIDE(ForkDynActorNoTargetSelf, ForkEndByConditionBase) public: explicit ForkDynActorNoTargetSelf(const InitArg& arg); ~ForkDynActorNoTargetSelf() 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 0x30 ksys::act::BaseProcLink* mTargetActor_d{}; }; } // namespace uking::action