#ifndef _SLDRSHRIEKER #define _SLDRSHRIEKER #include "Kyoto/Math/CVector3f.hpp" #include "Kyoto/SObjectTag.hpp" #include "Kyoto/Streams/CInputStream.hpp" #include "MetroidPrime/ScriptLoader/SLdrActorParameters.hpp" #include "MetroidPrime/ScriptLoader/SLdrDamageInfo.hpp" #include "MetroidPrime/ScriptLoader/SLdrDamageVulnerability.hpp" #include "MetroidPrime/ScriptLoader/SLdrEditorProperties.hpp" #include "MetroidPrime/ScriptLoader/SLdrPatternedAITypedef.hpp" struct SLdrShrieker { SLdrShrieker(); ~SLdrShrieker(); SLdrEditorProperties editorProperties; SLdrPatternedAITypedef patterned; SLdrActorParameters actorInformation; SLdrDamageVulnerability buriedVulnerability; float hostileAccumulatePriority; SLdrDamageInfo damageInfo; CAssetId part; SLdrDamageInfo projectileDamage; CAssetId projectile; int combatVisorMaxVolume; int echoVisorMaxVolume; SLdrDamageInfo meleeDamage; CAssetId meleeEffect; float unknown_0x9b6a4437; float meleeAttackTimeVariation; float meleeRange; float hoverHeight; CVector3f missileDeflectionOffset; float missileDeflectionRadius; float unknown_0xe70ef8a3; int soundMissileDeflection; float dodgeTime; float dodgePercentage; float detectionHeight; float unknown_0x4753beb1; float popDetectionRadius; float morphballDetectionRadius; float visibilityChangeTime; }; void LoadTypedefSLdrShrieker(SLdrShrieker&, CInputStream&); #endif // _SLDRSHRIEKER