#pragma once #include "Game/AI/Action/actionEquipedAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class EquipedDefaultWindWeapon : public EquipedAction { SEAD_RTTI_OVERRIDE(EquipedDefaultWindWeapon, EquipedAction) public: explicit EquipedDefaultWindWeapon(const InitArg& arg); bool init_(sead::Heap* heap) override; void loadParams_() override; protected: void calc_() override; // static_param at offset 0x48 const float* mWindRadius_s{}; // static_param at offset 0x50 const float* mWindRadiusLarge_s{}; // static_param at offset 0x58 const float* mWindSpeed_s{}; // static_param at offset 0x60 const float* mWindSpeedLarge_s{}; // static_param at offset 0x68 const float* mWindSpeedRate1_s{}; // static_param at offset 0x70 const float* mWindSpeedRate2_s{}; // static_param at offset 0x78 const float* mWindSpeedRate3_s{}; // static_param at offset 0x80 const float* mWindLength_s{}; // static_param at offset 0x88 const float* mCapsuleMaxSpeed_s{}; // static_param at offset 0x90 const float* mWindReduceRate_s{}; // static_param at offset 0x98 const float* mWindReduceRateLarge_s{}; // static_param at offset 0xa0 const float* mWindFlyingDist_s{}; // static_param at offset 0xa8 const float* mWindFlyingDistLarge_s{}; // static_param at offset 0xb0 const float* mWindFlyingDistRate1_s{}; // static_param at offset 0xb8 const float* mWindFlyingDistRate2_s{}; // static_param at offset 0xc0 const float* mWindFlyingDistRate3_s{}; }; } // namespace uking::action