#pragma once #include "Game/Actor/Action/actionNeckSpin.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class BeamNeckSpin : public NeckSpin { SEAD_RTTI_OVERRIDE(BeamNeckSpin, NeckSpin) public: explicit BeamNeckSpin(const InitArg& arg); ~BeamNeckSpin() 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 0x68 const float* mBeamRange_s{}; // static_param at offset 0x70 sead::SafeString mBeamBoneName_s{}; // static_param at offset 0x80 sead::SafeString mBeamActorKey_s{}; // static_param at offset 0x90 sead::SafeString mBeamActorName_s{}; // static_param at offset 0xa0 const sead::Vector3f* mMuzzleOffset_s{}; // static_param at offset 0xa8 const sead::Vector3f* mBeamDirection_s{}; // map_unit_param at offset 0xb0 const float* mBeamRange_m{}; }; } // namespace uking::action