#pragma once #include "Game/AI/Action/actionRandomMoveAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class EnemyRushAttack : public RandomMoveAction { SEAD_RTTI_OVERRIDE(EnemyRushAttack, RandomMoveAction) public: explicit EnemyRushAttack(const InitArg& arg); ~EnemyRushAttack() 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 0x38 const int* mUpdateTargetPosInterval_s{}; // static_param at offset 0x40 const float* mSpeed_s{}; // static_param at offset 0x48 const float* mDisableUpdateTargetRadius_s{}; // static_param at offset 0x50 const float* mGoalDistanceTolerance_s{}; // static_param at offset 0x58 const float* mMovePredictionRate_s{}; // static_param at offset 0x60 sead::SafeString mASKeyName_s{}; // dynamic_param at offset 0x70 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::action