#pragma once #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PriestBossBeamMove : public ksys::act::ai::Action { SEAD_RTTI_OVERRIDE(PriestBossBeamMove, ksys::act::ai::Action) public: explicit PriestBossBeamMove(const InitArg& arg); ~PriestBossBeamMove() 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* mAtMinDamage_s{}; // static_param at offset 0x28 const int* mShieldDamage_s{}; // static_param at offset 0x30 const int* mContactWaitFrame_s{}; // static_param at offset 0x38 const float* mReflectDeccel_s{}; // map_unit_param at offset 0x40 const int* mAttackPower_m{}; // map_unit_param at offset 0x48 const int* mAttackPowerForPlayer_m{}; // map_unit_param at offset 0x50 const sead::Vector3f* mPosOffset_m{}; }; } // namespace uking::action