#pragma once #include "Game/AI/Action/actionForkAnimalASPlay.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class AnimalASPlayWithLegTurn : public ForkAnimalASPlay { SEAD_RTTI_OVERRIDE(AnimalASPlayWithLegTurn, ForkAnimalASPlay) public: explicit AnimalASPlayWithLegTurn(const InitArg& arg); ~AnimalASPlayWithLegTurn() 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 float* mRotSpeed_s{}; // static_param at offset 0x68 const float* mRotAccRatio_s{}; // static_param at offset 0x70 const float* mRotRatio_s{}; // dynamic_param at offset 0x78 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::action