#pragma once #include "Game/AI/Action/actionOnetimeStopASPlay.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class IgniteToTargetSimple : public OnetimeStopASPlay { SEAD_RTTI_OVERRIDE(IgniteToTargetSimple, OnetimeStopASPlay) public: explicit IgniteToTargetSimple(const InitArg& arg); ~IgniteToTargetSimple() 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 0x48 const float* mIgniteSpeed_s{}; // static_param at offset 0x50 const float* mOffsetHeight_s{}; // static_param at offset 0x58 const bool* mIsConnectChild_s{}; // static_param at offset 0x60 sead::SafeString mBaseNode_s{}; // static_param at offset 0x70 const sead::Vector3f* mIgniteOffset_s{}; // static_param at offset 0x78 const sead::Vector3f* mIgniteRotate_s{}; // static_param at offset 0x80 const sead::Vector3f* mIgniteRotSpeed_s{}; // dynamic_param at offset 0x88 sead::Vector3f* mTargetPos_d{}; // dynamic_param at offset 0x90 ksys::act::BaseProcHandle** mIgniteHandle_d{}; }; } // namespace uking::action