#pragma once #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class AssassinBossIronBallAppear : public ksys::act::ai::Action { SEAD_RTTI_OVERRIDE(AssassinBossIronBallAppear, ksys::act::ai::Action) public: explicit AssassinBossIronBallAppear(const InitArg& arg); ~AssassinBossIronBallAppear() 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* mIronBallNum_s{}; // static_param at offset 0x28 const float* mCreateDist_s{}; // static_param at offset 0x30 const float* mBackDist_s{}; // static_param at offset 0x38 const float* mTopOffsetY_s{}; // static_param at offset 0x40 const float* mBaseOffsetY_s{}; // static_param at offset 0x48 const float* mUDLimit_s{}; // static_param at offset 0x50 sead::SafeString mIronBallPartsName_s{}; }; } // namespace uking::action