#pragma once #include "Game/AI/Action/actionTimeredASPlay.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class ElectricAttack : public TimeredASPlay { SEAD_RTTI_OVERRIDE(ElectricAttack, TimeredASPlay) public: explicit ElectricAttack(const InitArg& arg); ~ElectricAttack() 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 0x60 const float* mVoltage_s{}; // static_param at offset 0x68 const int* mMaxTimer_s{}; // static_param at offset 0x70 const int* mMaxKeepTimer_s{}; // static_param at offset 0x78 const int* mHitAfterTime_s{}; // static_param at offset 0x80 sead::SafeString mElectricActorName_s{}; // static_param at offset 0x90 sead::SafeString mElectricActorKey_s{}; }; } // namespace uking::action