#pragma once #include "Game/AI/Action/actionActionEx.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class TurnBase : public ActionEx { SEAD_RTTI_OVERRIDE(TurnBase, ActionEx) public: explicit TurnBase(const InitArg& arg); ~TurnBase() 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 float* mRotSpd_s{}; // static_param at offset 0x28 const float* mFinRotate_s{}; // static_param at offset 0x30 const float* mPosReduceRatio_s{}; // static_param at offset 0x38 const float* mBaseRotRatio_s{}; // static_param at offset 0x40 const bool* mIsFollowGround_s{}; // static_param at offset 0x48 const float* mRotMinSpeedRatio_s{}; // static_param at offset 0x50 const bool* mIsChangeable_s{}; // dynamic_param at offset 0x58 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::action