#pragma once #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class ForkASTrgShootArrow : public ksys::act::ai::Action { SEAD_RTTI_OVERRIDE(ForkASTrgShootArrow, ksys::act::ai::Action) public: explicit ForkASTrgShootArrow(const InitArg& arg); ~ForkASTrgShootArrow() 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 0x20 const int* mWeaponIdx_s{}; // static_param at offset 0x28 const int* mIsEndState_s{}; // static_param at offset 0x30 const int* mSeqBank_s{}; // static_param at offset 0x38 const int* mTargetBone_s{}; // static_param at offset 0x40 const float* mOffsetRangeMin_s{}; // static_param at offset 0x48 const float* mOffsetRangeMax_s{}; // static_param at offset 0x50 const float* mOffsetRateByDist_s{}; // static_param at offset 0x58 const float* mOffsetRangeMinOutOfScreen_s{}; // static_param at offset 0x60 const float* mOffsetRangeMaxOutOfScreen_s{}; // dynamic_param at offset 0x68 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::action