#pragma once #include "Game/AI/Action/actionRemainsWaterBulletAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class RemainsWaterBulletWait : public RemainsWaterBulletAction { SEAD_RTTI_OVERRIDE(RemainsWaterBulletWait, RemainsWaterBulletAction) public: explicit RemainsWaterBulletWait(const InitArg& arg); ~RemainsWaterBulletWait() 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 0x80 const float* mMaxChaseAngle_s{}; // static_param at offset 0x88 const float* mMaxSpeed_s{}; // static_param at offset 0x90 const float* mChaseRate_s{}; // map_unit_param at offset 0x98 const float* mRemainsWaterBulletAngle_m{}; // map_unit_param at offset 0xa0 const sead::Vector3f* mRemainsWaterBulletOffset_m{}; }; } // namespace uking::action