#pragma once #include "Game/AI/Action/actionActionWithPosAngReduce.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class StalEnemyHeadShotReaction : public ActionWithPosAngReduce { SEAD_RTTI_OVERRIDE(StalEnemyHeadShotReaction, ActionWithPosAngReduce) public: explicit StalEnemyHeadShotReaction(const InitArg& arg); ~StalEnemyHeadShotReaction() 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 float* mSpeed_s{}; // static_param at offset 0x38 const float* mRotSpd_s{}; // static_param at offset 0x40 const bool* mUseAddVec_s{}; // static_param at offset 0x48 const bool* mIsTgOff_s{}; // static_param at offset 0x50 const bool* mIsDropWeapon_s{}; // static_param at offset 0x58 const bool* mIsChangeable_s{}; // static_param at offset 0x60 sead::SafeString mASName_s{}; // static_param at offset 0x70 sead::SafeString mHeadBoneKey_s{}; // static_param at offset 0x80 const sead::Vector3f* mAddVec_s{}; // static_param at offset 0x88 const sead::Vector3f* mRotVec_s{}; }; } // namespace uking::action