#pragma once #include "Game/AI/Action/actionStopASPlay.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class BeamosStaticBeam : public StopASPlay { SEAD_RTTI_OVERRIDE(BeamosStaticBeam, StopASPlay) public: explicit BeamosStaticBeam(const InitArg& arg); ~BeamosStaticBeam() 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 0x48 const float* mBeamRange_s{}; // static_param at offset 0x50 const float* mBeamSpeed_s{}; // static_param at offset 0x58 const bool* mUseDynamicCutting_s{}; // static_param at offset 0x60 sead::SafeString mBeamBoneName_s{}; // static_param at offset 0x70 sead::SafeString mBeamActorName_s{}; // static_param at offset 0x80 sead::SafeString mBeamActorKey_s{}; // static_param at offset 0x90 const sead::Vector3f* mMuzzleOffset_s{}; // static_param at offset 0x98 const sead::Vector3f* mBeamDirection_s{}; // map_unit_param at offset 0xa0 const float* mBeamRange_m{}; }; } // namespace uking::action