#pragma once #include "Game/Actor/Action/actionTurnAndLookToObjBase.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class TurnAndLookToObjNotAnimDriven : public TurnAndLookToObjBase { SEAD_RTTI_OVERRIDE(TurnAndLookToObjNotAnimDriven, TurnAndLookToObjBase) public: explicit TurnAndLookToObjNotAnimDriven(const InitArg& arg); ~TurnAndLookToObjNotAnimDriven() 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 0xc8 float* mRotSpdMax_d{}; // dynamic_param at offset 0xd0 float* mRotSpdMin_d{}; // dynamic_param at offset 0xd8 float* mRotInitSpd_d{}; // dynamic_param at offset 0xe0 float* mRotAccel_d{}; // dynamic_param at offset 0xe8 float* mRotRate_d{}; }; } // namespace uking::action