#pragma once #include "Game/AI/Action/actionActionWithPosAngReduce.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class Chemicalward : public ActionWithPosAngReduce { SEAD_RTTI_OVERRIDE(Chemicalward, ActionWithPosAngReduce) public: explicit Chemicalward(const InitArg& arg); ~Chemicalward() 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 0x30 const int* mWeaponIdx_s{}; // static_param at offset 0x38 const int* mNodeAxisIdx_s{}; // static_param at offset 0x40 const int* mStableTime_s{}; // static_param at offset 0x48 const int* mKeepTime_s{}; // static_param at offset 0x50 const int* mTiredTime_s{}; // static_param at offset 0x58 const float* mTiredRadius_s{}; // static_param at offset 0x60 const float* mTiredAngle_s{}; // static_param at offset 0x68 const float* mVoltage_s{}; // static_param at offset 0x70 sead::SafeString mNodeName_s{}; // dynamic_param at offset 0x80 sead::Vector3f* mTargetPos_d{}; // dynamic_param at offset 0x88 ksys::act::BaseProcLink* mTargetActor_d{}; }; } // namespace uking::action