#pragma once #include "Game/AI/Action/actionBalloonBase.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class OctarockBalloonBase : public BalloonBase { SEAD_RTTI_OVERRIDE(OctarockBalloonBase, BalloonBase) public: explicit OctarockBalloonBase(const InitArg& arg); ~OctarockBalloonBase() 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 0xf0 const float* mConnectReleaseTimer_s{}; // static_param at offset 0xf8 const float* mClampWindForceScale_s{}; // static_param at offset 0x100 const float* mReduceVel_s{}; // dynamic_param at offset 0x108 sead::SafeString mConnectRigidName_d{}; // dynamic_param at offset 0x118 sead::Vector3f* mConnectRigidOffset_d{}; // dynamic_param at offset 0x120 ksys::act::BaseProcHandle** mRopeActorHandle_d{}; }; } // namespace uking::action