#pragma once #include "Game/AI/Action/actionOnetimeStopASPlay.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class IgniteThreeActorAttack : public OnetimeStopASPlay { SEAD_RTTI_OVERRIDE(IgniteThreeActorAttack, OnetimeStopASPlay) public: explicit IgniteThreeActorAttack(const InitArg& arg); ~IgniteThreeActorAttack() override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: void calc_() override; // dynamic_param at offset 0x48 ksys::act::BaseProcHandle** mIgniteHandle_d{}; // dynamic_param at offset 0x50 ksys::act::BaseProcHandle** mIgniteHandle2_d{}; // dynamic_param at offset 0x58 ksys::act::BaseProcHandle** mIgniteHandle3_d{}; // static_param at offset 0x60 sead::SafeString mBaseNode_s{}; // static_param at offset 0x70 const float* mIgniteSpeed_s{}; // static_param at offset 0x78 const sead::Vector3f* mIgniteOffset_s{}; // static_param at offset 0x80 const sead::Vector3f* mIgniteRotate_s{}; // static_param at offset 0x88 const sead::Vector3f* mIgniteRotSpeed_s{}; }; } // namespace uking::action