#pragma once
#include "Entity.h"
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class CS_CurlyMachineGunBlade :
    public ActionEntity
{
public:
    CS_CurlyMachineGunBlade(std::shared_ptr<Entity> parent, int range = 0xAA);
    void Step() override;
    void Attack(std::weak_ptr<Entity> dst, int* outDamage, float* outAngle, bool* outTakedown, int* outElemType, float* outShockForce, float* outHeavy) override;
    void AttackEffectObject(std::weak_ptr<Entity> target, float centerX, float centerY, int realDamage) override;
    void Feedback(std::weak_ptr<Entity> target) override;
    float move = 0x1000 / ts;
};

