#pragma once #include "Game/AI/Action/actionForkASTrgShootArrow.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class ForkASTrgShootArrowWithBaseBone : public ForkASTrgShootArrow { SEAD_RTTI_OVERRIDE(ForkASTrgShootArrowWithBaseBone, ForkASTrgShootArrow) public: explicit ForkASTrgShootArrowWithBaseBone(const InitArg& arg); ~ForkASTrgShootArrowWithBaseBone() 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 0x78 const float* mFrontDirAngle_s{}; // static_param at offset 0x80 const bool* mIsAddTargetActorAimPosHeight_s{}; // static_param at offset 0x88 sead::SafeString mBaseBoneName_s{}; // static_param at offset 0x98 const sead::Vector3f* mFrontDirOfBaseBone_s{}; }; } // namespace uking::action