#pragma once #include "Game/AI/Action/actionActionWithAS.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PunchAttack : public ActionWithAS { SEAD_RTTI_OVERRIDE(PunchAttack, ActionWithAS) public: explicit PunchAttack(const InitArg& arg); ~PunchAttack() 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* mAttackIntensity_s{}; // static_param at offset 0x38 const bool* mIsGuardPierce_s{}; // static_param at offset 0x40 const bool* mIsForceGuardBreak_s{}; // static_param at offset 0x48 const bool* mIsIniviciblePierce_s{}; // static_param at offset 0x50 const bool* mIsImpulseLarge_s{}; // static_param at offset 0x58 const bool* mIsHeavy_s{}; // static_param at offset 0x60 const bool* mIsHammer_s{}; // static_param at offset 0x68 sead::SafeString mASName_s{}; }; } // namespace uking::action