#pragma once #include "Game/AI/Action/actionRotateTurnToTarget.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class FollowAttack : public RotateTurnToTarget { SEAD_RTTI_OVERRIDE(FollowAttack, RotateTurnToTarget) public: explicit FollowAttack(const InitArg& arg); ~FollowAttack() 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 0x108 const bool* mForceKillMode_s{}; // static_param at offset 0x110 const bool* mIsRodDirHosei_s{}; }; } // namespace uking::action