#pragma once #include "Game/AI/Action/actionGiantAttackWithAS.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class GiantOneHandActionWithLegTurn : public GiantAttackWithAS { SEAD_RTTI_OVERRIDE(GiantOneHandActionWithLegTurn, GiantAttackWithAS) public: explicit GiantOneHandActionWithLegTurn(const InitArg& arg); ~GiantOneHandActionWithLegTurn() 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 0x138 const float* mTraceLRAngleMax_s{}; // static_param at offset 0x140 const float* mTraceLRAngleMin_s{}; // static_param at offset 0x148 const float* mTraceDistFar_s{}; // static_param at offset 0x150 const float* mTraceDistNear_s{}; // static_param at offset 0x158 sead::SafeString mShoulderBoneName_s{}; // static_param at offset 0x168 const sead::Vector3f* mRotOffsetMin_s{}; // static_param at offset 0x170 const sead::Vector3f* mRotOffsetMax_s{}; // static_param at offset 0x178 const sead::Vector3f* mBaseTargetPos_s{}; }; } // namespace uking::action