#pragma once #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class RemainsWaterBulletShooter : public ksys::act::ai::Action { SEAD_RTTI_OVERRIDE(RemainsWaterBulletShooter, ksys::act::ai::Action) public: explicit RemainsWaterBulletShooter(const InitArg& arg); ~RemainsWaterBulletShooter() 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* mBulletType_s{}; // static_param at offset 0x28 const int* mReloadCounter_s{}; // static_param at offset 0x30 const float* mOffsetAngle_s{}; // static_param at offset 0x38 const bool* mUseRandRot_s{}; // static_param at offset 0x40 const sead::Vector3f* mIgniteRotate_s{}; // static_param at offset 0x48 const sead::Vector3f* mBaseShootParam_s{}; // static_param at offset 0x50 const sead::Vector3f* mOffsetYParam_s{}; // aitree_variable at offset 0x58 void* mRemainsWaterBattleInfo_a{}; }; } // namespace uking::action