#pragma once #include "Game/AI/Action/actionActionEx.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class Catch : public ActionEx { SEAD_RTTI_OVERRIDE(Catch, ActionEx) public: explicit Catch(const InitArg& arg); ~Catch() 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 int* mWeaponIdx_s{}; // static_param at offset 0x28 const float* mRotSpd_s{}; // dynamic_param at offset 0x30 ksys::act::BaseProcLink* mTargetWeapon_d{}; // static_param at offset 0x38 sead::SafeString mASName_s{}; }; } // namespace uking::action