#pragma once #include "Game/AI/Action/actionForkVacuumShootToTarget.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class ForkLynelBreathShoot : public ForkVacuumShootToTarget { SEAD_RTTI_OVERRIDE(ForkLynelBreathShoot, ForkVacuumShootToTarget) public: explicit ForkLynelBreathShoot(const InitArg& arg); ~ForkLynelBreathShoot() 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 0xd0 const int* mEnlargeTime_s{}; // static_param at offset 0xd8 const float* mAttackRatio_s{}; // static_param at offset 0xe0 const float* mBreathSize_s{}; // static_param at offset 0xe8 const float* mRange_s{}; // static_param at offset 0xf0 const float* mSpeed_s{}; // static_param at offset 0xf8 const sead::Vector3f* mShootDir_s{}; }; } // namespace uking::action