#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(); SLdrEditorProperties editorProperties; SLdrPatternedAITypedef patterned; SLdrActorParameters actorInformation; CAssetId ballSpitParticleEffect; CAssetId ballEscapeParticleEffect; }; void LoadTypedefSLdrSporbProjectile(SLdrSporbProjectile&, CInputStream&); #endif // _SLDRSPORBPROJECTILE