#pragma once #include "Game/AI/Action/actionChemicalAttackBall.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class ChemicalElectricWaterBall : public ChemicalAttackBall { SEAD_RTTI_OVERRIDE(ChemicalElectricWaterBall, ChemicalAttackBall) public: explicit ChemicalElectricWaterBall(const InitArg& arg); ~ChemicalElectricWaterBall() 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 0x90 const int* mDeleteTime_s{}; // static_param at offset 0x98 const float* mTargetScale_s{}; // static_param at offset 0xa0 const bool* mScaleKeep_s{}; // aitree_variable at offset 0xa8 void* mChemicalBulletBindActor_a{}; }; } // namespace uking::action