#pragma once #include "Game/AI/Action/actionOneTimeWaterFloatStopASPlay.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class WaterFloatIgniteToTarget : public OneTimeWaterFloatStopASPlay { SEAD_RTTI_OVERRIDE(WaterFloatIgniteToTarget, OneTimeWaterFloatStopASPlay) public: explicit WaterFloatIgniteToTarget(const InitArg& arg); ~WaterFloatIgniteToTarget() 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 0x88 const float* mIgniteSpeed_s{}; // static_param at offset 0x90 const float* mMaxNoiseDist_s{}; // static_param at offset 0x98 const float* mOffsetHeight_s{}; // static_param at offset 0xa0 sead::SafeString mBaseNode_s{}; // static_param at offset 0xb0 const sead::Vector3f* mIgniteOffset_s{}; // static_param at offset 0xb8 const sead::Vector3f* mIgniteRotate_s{}; // static_param at offset 0xc0 const sead::Vector3f* mIgniteRotSpeed_s{}; // static_param at offset 0xc8 const sead::Vector3f* mDirMinAngle_s{}; // static_param at offset 0xd0 const sead::Vector3f* mDirMaxAngle_s{}; // dynamic_param at offset 0xd8 sead::Vector3f* mTargetPos_d{}; // dynamic_param at offset 0xe0 ksys::act::BaseProcHandle** mIgniteHandle_d{}; }; } // namespace uking::action