#pragma once #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class EmitAttackBase : public ksys::act::ai::Action { SEAD_RTTI_OVERRIDE(EmitAttackBase, ksys::act::ai::Action) public: explicit EmitAttackBase(const InitArg& arg); ~EmitAttackBase() 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 0x20 const int* mAttackIntensity_s{}; // static_param at offset 0x28 const int* mAttackMinPower_s{}; // map_unit_param at offset 0x30 const int* mAttackPower_m{}; // map_unit_param at offset 0x38 const int* mAttackPowerForPlayer_m{}; // map_unit_param at offset 0x40 const float* mScaleTime_m{}; // map_unit_param at offset 0x48 const float* mRange_m{}; // map_unit_param at offset 0x50 sead::SafeString mRigidBodyName_m{}; }; } // namespace uking::action