#pragma once #include "Game/AI/Action/actionActionEx.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class BackWalkBase : public ActionEx { SEAD_RTTI_OVERRIDE(BackWalkBase, ActionEx) public: explicit BackWalkBase(const InitArg& arg); ~BackWalkBase() override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: void calc_() override; // static_param at offset 0x20 const float* mSpeed_s{}; // static_param at offset 0x28 const float* mRotSpd_s{}; // static_param at offset 0x30 const float* mRotAddRatio_s{}; // static_param at offset 0x38 const int* mTime_s{}; // static_param at offset 0x40 const float* mFinishDist_s{}; // static_param at offset 0x48 const int* mWeaponIdx_s{}; // static_param at offset 0x50 const float* mDecelRatio_s{}; // static_param at offset 0x58 const bool* mIsCliffCheck_s{}; // dynamic_param at offset 0x60 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::action