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#ifndef _SLDRSPORBPROJECTILE
#define _SLDRSPORBPROJECTILE
#include "Kyoto/SObjectTag.hpp"
#include "Kyoto/Streams/CInputStream.hpp"
#include "MetroidPrime/ScriptLoader/SLdrActorParameters.hpp"
#include "MetroidPrime/ScriptLoader/SLdrEditorProperties.hpp"
#include "MetroidPrime/ScriptLoader/SLdrPatternedAITypedef.hpp"
struct SLdrSporbProjectile {
SLdrSporbProjectile();
~SLdrSporbProjectile();
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SLdrEditorProperties editorProperties;
SLdrPatternedAITypedef patterned;
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SLdrActorParameters actorInformation;
CAssetId ballSpitParticleEffect;
CAssetId ballEscapeParticleEffect;
};
void LoadTypedefSLdrSporbProjectile(SLdrSporbProjectile&, CInputStream&);
#endif // _SLDRSPORBPROJECTILE