#pragma once #include "Game/AI/Action/actionRotateTurnToTarget.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class BackFlip : public RotateTurnToTarget { SEAD_RTTI_OVERRIDE(BackFlip, RotateTurnToTarget) public: explicit BackFlip(const InitArg& arg); ~BackFlip() override; bool init_(sead::Heap* heap) override; void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: void calc_() override; // aitree_variable at offset 0x78 void* mRefPosVibrateChecker_a{}; // static_param at offset 0x80 const float* mSpeed_s{}; // static_param at offset 0x88 const float* mPosRestRatio_s{}; // static_param at offset 0x90 const float* mJumpHeight_s{}; // static_param at offset 0x98 const float* mNearGrHeight_s{}; }; } // namespace uking::action