#pragma once #include "Game/AI/Action/actionJumpToTarget.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class AttackJumpToTarget : public JumpToTarget { SEAD_RTTI_OVERRIDE(AttackJumpToTarget, JumpToTarget) public: explicit AttackJumpToTarget(const InitArg& arg); ~AttackJumpToTarget() override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: void calc_() override; // static_param at offset 0xd0 const int* mWeaponIdx_s{}; // static_param at offset 0xd8 const float* mJustAvoidSideDist_s{}; // static_param at offset 0xe0 const float* mJustAvoidBackDist_s{}; // static_param at offset 0xe8 const float* mJustAvoidAngle_s{}; // static_param at offset 0xf0 const bool* mIsIgnoreSmallHit_s{}; // static_param at offset 0xf8 const float* mPosOffsetDist_s{}; // static_param at offset 0x100 const bool* mIsCheckNoChangeAS_s{}; }; } // namespace uking::action