#pragma once #include "Game/AI/Action/actionPlayerAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PlayerCutTurnLSword : public PlayerAction { SEAD_RTTI_OVERRIDE(PlayerCutTurnLSword, PlayerAction) public: explicit PlayerCutTurnLSword(const InitArg& arg); 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* mEnergyMove_s{}; // static_param at offset 0x28 const float* mEnergyLastAttack_s{}; // static_param at offset 0x30 const float* mMaxSpeedF_s{}; // static_param at offset 0x38 const float* mAccSpeed_s{}; // static_param at offset 0x40 const float* mDecSpeed_s{}; // static_param at offset 0x48 const float* mSpAttackRadiusMin_s{}; // static_param at offset 0x50 const float* mSpAttackRadiusMax_s{}; // static_param at offset 0x58 const float* mSpAttackRadiusAdd_s{}; // static_param at offset 0x60 const float* mSpAttackCheckUnderDist_s{}; // static_param at offset 0x68 const float* mSpLargeAttackRadius_s{}; // static_param at offset 0x70 const int* mRumbleType_s{}; // static_param at offset 0x78 const float* mRumblePowerMin_s{}; // static_param at offset 0x80 const float* mRumblePowerMax_s{}; // static_param at offset 0x88 const float* mEnergyChargeStart_s{}; }; } // namespace uking::action