#pragma once #include "Game/AI/Action/actionHorseRide.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class HorseRideShoot : public HorseRide { SEAD_RTTI_OVERRIDE(HorseRideShoot, HorseRide) public: explicit HorseRideShoot(const InitArg& arg); ~HorseRideShoot() 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 0x30 const int* mWeaponIdx_s{}; // static_param at offset 0x38 const float* mOffsetRangeMin_s{}; // static_param at offset 0x40 const float* mOffsetRangeMax_s{}; // static_param at offset 0x48 const float* mOffsetRateByDist_s{}; // static_param at offset 0x50 const float* mOffsetRangeMinOutOfScreen_s{}; // static_param at offset 0x58 const float* mOffsetRangeMaxOutOfScreen_s{}; // static_param at offset 0x60 sead::SafeString mASName_s{}; // dynamic_param at offset 0x70 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::action