#pragma once #include "Game/AI/Action/actionChemicalAttack.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class WindCutter : public ChemicalAttack { SEAD_RTTI_OVERRIDE(WindCutter, ChemicalAttack) public: explicit WindCutter(const InitArg& arg); ~WindCutter() 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 0x80 const int* mLevelAtkMult_s{}; // static_param at offset 0x88 const int* mLevelBaseScaleAdd_s{}; // static_param at offset 0x90 const float* mLevelRangeMult_s{}; // static_param at offset 0x98 const float* mLevelScaleMult_s{}; // static_param at offset 0xa0 const bool* mIsLevelOneScaleOne_s{}; // map_unit_param at offset 0xa8 const int* mAttackLevel_m{}; // map_unit_param at offset 0xb0 const int* mAttackDirType_m{}; // aitree_variable at offset 0xb8 bool* mAttackAttrEventKill_a{}; }; } // namespace uking::action