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#pragma once
#include <libultraship.h>
#include <libultra/gbi.h>
#include "engine/CoreMath.h"
#include "engine/registry/RegisterContent.h"
#include "engine/Actor.h"
#include "engine/World.h"
extern "C" {
#include "common_structs.h"
#include "assets/textures/other_textures.h"
}
class AStarship : public AActor {
public:
explicit AStarship(const SpawnParams& params);
virtual ~AStarship() = default;
// This is simply a helper function to keep Spawning code clean
static AStarship* Spawn(FVector pos, IRotator rot, FVector scale, f32 speed, f32 radius) {
SpawnParams params = {
.Name = "hm:starship",
.Location = pos,
.Rotation = rot,
.Scale = scale,
.Speed = speed,
.SpeedB = radius,
};
return dynamic_cast<AStarship*>(AddActorToWorld<AStarship>(params));
}
float SpeedB;
virtual void SetSpawnParams(SpawnParams& params) override;
virtual void Tick() override;
virtual bool IsMod() override;
virtual void BeginPlay() override;
virtual void DrawEditorProperties() override;
};
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