#pragma once #include "Game/AI/Action/actionPlayerAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PlayerCutTurn : public PlayerAction { SEAD_RTTI_OVERRIDE(PlayerCutTurn, PlayerAction) public: explicit PlayerCutTurn(const InitArg& arg); ~PlayerCutTurn() 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 int* mMaxChargeLvNSword_s{}; // static_param at offset 0x28 const float* mAttackRatioNSword_s{}; // static_param at offset 0x30 const float* mAttackRatioLSword_s{}; // static_param at offset 0x38 const float* mAttackRatioSpear_s{}; // static_param at offset 0x40 const float* mEnergyAttack_s{}; // static_param at offset 0x48 const float* mEnergyChargeStart_s{}; // static_param at offset 0x50 const float* mRangeDiam_s{}; // static_param at offset 0x58 const float* mRangeDiamAdd_s{}; // static_param at offset 0x60 const float* mRangeDiamAddNSword_s{}; }; } // namespace uking::action