#pragma once #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PriestBossAimBeam : public ksys::act::ai::Action { SEAD_RTTI_OVERRIDE(PriestBossAimBeam, ksys::act::ai::Action) public: explicit PriestBossAimBeam(const InitArg& arg); ~PriestBossAimBeam() 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 int* mAimLockFrame_s{}; // static_param at offset 0x28 const float* mTargetOffset_s{}; // static_param at offset 0x30 const float* mTargetOffsetY_s{}; // static_param at offset 0x38 const float* mFluctuationRange_s{}; // static_param at offset 0x40 const float* mFluctuationTime_s{}; // static_param at offset 0x48 const float* mFluctuationSpan_s{}; // static_param at offset 0x50 const float* mAimMaxLength_s{}; // static_param at offset 0x58 const bool* mAimOffToTarget_s{}; // static_param at offset 0x60 sead::SafeString mNodeName_s{}; // static_param at offset 0x70 const sead::Vector3f* mNodeOffset_s{}; // dynamic_param at offset 0x78 sead::Vector3f* mAimTargetPos_d{}; }; } // namespace uking::action