#pragma once #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class GanonWeaponNearAttack : public ksys::act::ai::Action { SEAD_RTTI_OVERRIDE(GanonWeaponNearAttack, ksys::act::ai::Action) public: explicit GanonWeaponNearAttack(const InitArg& arg); ~GanonWeaponNearAttack() 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* mAttackPower_s{}; // static_param at offset 0x30 const int* mAtkMinPower_s{}; // static_param at offset 0x38 const int* mAtAttr_s{}; // static_param at offset 0x40 const float* mJustAvoidSideDist_s{}; // static_param at offset 0x48 const float* mJustAvoidBackDist_s{}; // static_param at offset 0x50 const float* mJustAvoidAngle_s{}; // static_param at offset 0x58 const float* mAttackCancelDist_s{}; // static_param at offset 0x60 const float* mAttackCancelAng_s{}; // static_param at offset 0x68 const float* mBattleNodeOffsetLR_s{}; // static_param at offset 0x70 const float* mBattleNodeOffsetUD_s{}; // static_param at offset 0x78 const bool* mIsGuardPierce_s{}; // static_param at offset 0x80 const bool* mIsGuardBreak_s{}; // static_param at offset 0x88 sead::SafeString mASName_s{}; // dynamic_param at offset 0x98 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::action