#pragma once #include "Game/AI/Action/actionBeamMove.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class GanonBeamMove : public BeamMove { SEAD_RTTI_OVERRIDE(GanonBeamMove, BeamMove) public: explicit GanonBeamMove(const InitArg& arg); ~GanonBeamMove() 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; // map_unit_param at offset 0x70 const int* mAttackPower_m{}; // map_unit_param at offset 0x78 const int* mAttackPowerForPlayer_m{}; // map_unit_param at offset 0x80 const sead::Vector3f* mPosOffset_m{}; }; } // namespace uking::action