#pragma once #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class GanonThrowFireBall : public ksys::act::ai::Action { SEAD_RTTI_OVERRIDE(GanonThrowFireBall, ksys::act::ai::Action) public: explicit GanonThrowFireBall(const InitArg& arg); ~GanonThrowFireBall() 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 0x20 const float* mInitVelocity_s{}; // static_param at offset 0x28 const float* mFireBallScale_s{}; // static_param at offset 0x30 const float* mBallAppearOffset_s{}; // static_param at offset 0x38 sead::SafeString mASName_s{}; // dynamic_param at offset 0x48 sead::SafeString mThrowPartsName_d{}; // dynamic_param at offset 0x58 sead::Vector3f* mTargetPos_d{}; // dynamic_param at offset 0x60 ksys::act::BaseProcLink* mTargetActor_d{}; }; } // namespace uking::action