#pragma once #include "Game/AI/Action/actionGanonThrowFireBall.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class GanonThrowMultiIce : public GanonThrowFireBall { SEAD_RTTI_OVERRIDE(GanonThrowMultiIce, GanonThrowFireBall) public: explicit GanonThrowMultiIce(const InitArg& arg); ~GanonThrowMultiIce() 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* mThrowNumAtSameTiming_s{}; // dynamic_param at offset 0xd8 sead::SafeString mThrowPartsName1_d{}; // dynamic_param at offset 0xe8 sead::SafeString mThrowPartsName2_d{}; // dynamic_param at offset 0xf8 sead::SafeString mThrowPartsName3_d{}; // dynamic_param at offset 0x108 sead::SafeString mThrowPartsName4_d{}; // dynamic_param at offset 0x118 sead::SafeString mThrowPartsName5_d{}; // dynamic_param at offset 0x128 sead::SafeString mThrowPartsName6_d{}; // dynamic_param at offset 0x138 sead::SafeString mThrowPartsName7_d{}; // dynamic_param at offset 0x148 sead::SafeString mThrowPartsName8_d{}; }; } // namespace uking::action