#pragma once #include "Game/AI/Action/actionActionWithAS.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class ThrowWeapon : public ActionWithAS { SEAD_RTTI_OVERRIDE(ThrowWeapon, ActionWithAS) public: explicit ThrowWeapon(const InitArg& arg); ~ThrowWeapon() 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* mSpeedMin_s{}; // static_param at offset 0x40 const float* mSpeedMax_s{}; // static_param at offset 0x48 const float* mThrowAng_s{}; // static_param at offset 0x50 const float* mThrowBoomerangAng_s{}; // static_param at offset 0x58 const float* mThrowBoomerangSpeedMax_s{}; // dynamic_param at offset 0x60 sead::Vector3f* mTargetPos_d{}; // static_param at offset 0x68 const bool* mIsForceDead_s{}; void* _70; void* _78; }; } // namespace uking::action