#pragma once #include "Game/AI/Action/actionActionEx.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class BackStepToTarget : public ActionEx { SEAD_RTTI_OVERRIDE(BackStepToTarget, ActionEx) public: explicit BackStepToTarget(const InitArg& arg); ~BackStepToTarget() 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* mStopSpeedRatio_s{}; // static_param at offset 0x28 const float* mStopRotSpeedRatio_s{}; // static_param at offset 0x30 const float* mJumpGravity_s{}; // static_param at offset 0x38 const float* mJumpHeight_s{}; // static_param at offset 0x40 const float* mRotRatio_s{}; // static_param at offset 0x48 const bool* mCheckRotEvent_s{}; // dynamic_param at offset 0x50 sead::Vector3f* mTargetPos_d{}; }; } // namespace uking::action