#pragma once #include "Game/AI/Action/actionForkEmitChmField.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class ForkEmitChmFieldFromWeapon : public ForkEmitChmField { SEAD_RTTI_OVERRIDE(ForkEmitChmFieldFromWeapon, ForkEmitChmField) public: explicit ForkEmitChmFieldFromWeapon(const InitArg& arg); ~ForkEmitChmFieldFromWeapon() 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 0xa8 const int* mWeaponIdx_s{}; // static_param at offset 0xb0 const int* mSeqBank_s{}; // static_param at offset 0xb8 const int* mTargetBone_s{}; }; } // namespace uking::action