#pragma once #include "Game/AI/Action/actionEquipedAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class EquipedRod : public EquipedAction { SEAD_RTTI_OVERRIDE(EquipedRod, EquipedAction) public: explicit EquipedRod(const InitArg& arg); ~EquipedRod() override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: void calc_() override; // static_param at offset 0x40 const float* mMagicCreateYOffset_s{}; // static_param at offset 0x48 const bool* mIsAxisYTop_s{}; // static_param at offset 0x50 const sead::Vector3f* mMagicShootVelOffset_s{}; // static_param at offset 0x58 const bool* mIsCreateWeaponPosOffset_s{}; // static_param at offset 0x60 const sead::Vector3f* mCreatePosOffset_s{}; // static_param at offset 0x68 const float* mAxisYAngle_s{}; // aitree_variable at offset 0x70 void* mMagicCreateUnit_a{}; }; } // namespace uking::action