#pragma once #include "Game/AI/Action/actionTimeredASPlay.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class BurnDamage : public TimeredASPlay { SEAD_RTTI_OVERRIDE(BurnDamage, TimeredASPlay) public: explicit BurnDamage(const InitArg& arg); ~BurnDamage() 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; }; } // namespace uking::action