#pragma once #include "Game/Actor/Action/actionEnemyRigidBodyDieBase.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class EnemyRigidBodySpinDie : public EnemyRigidBodyDieBase { SEAD_RTTI_OVERRIDE(EnemyRigidBodySpinDie, EnemyRigidBodyDieBase) public: explicit EnemyRigidBodySpinDie(const InitArg& arg); ~EnemyRigidBodySpinDie() 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 0x28 const float* mSpeed_s{}; // static_param at offset 0x30 const float* mRiseSpeed_s{}; // static_param at offset 0x38 const float* mRotSpeed_s{}; // static_param at offset 0x40 const bool* mIsFinishedByBgHit_s{}; // static_param at offset 0x48 sead::SafeString mASName_s{}; }; } // namespace uking::action