#pragma once #include "Game/AI/Action/actionWaitOnObjBase.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class WaitOnObj : public WaitOnObjBase { SEAD_RTTI_OVERRIDE(WaitOnObj, WaitOnObjBase) public: explicit WaitOnObj(const InitArg& arg); ~WaitOnObj() 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 0xb8 const int* mTime_s{}; // static_param at offset 0xc0 const int* mTimeRand_s{}; // static_param at offset 0xc8 sead::SafeString mASName_s{}; }; } // namespace uking::action