#pragma once #include "Game/AI/Action/actionWaterFloatBase.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class BackSwim : public WaterFloatBase { SEAD_RTTI_OVERRIDE(BackSwim, WaterFloatBase) public: explicit BackSwim(const InitArg& arg); ~BackSwim() 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; // static_param at offset 0x60 const int* mTime_s{}; // static_param at offset 0x68 const int* mWeaponIdx_s{}; // static_param at offset 0x70 const float* mSpeed_s{}; // static_param at offset 0x78 const float* mRotSpd_s{}; // static_param at offset 0x80 const float* mRotAddRatio_s{}; // static_param at offset 0x88 const float* mFinishDist_s{}; // static_param at offset 0x90 const float* mDecelRatio_s{}; // dynamic_param at offset 0x98 sead::Vector3f* mTargetPos_d{}; // static_param at offset 0xa0 const bool* mIsCheckCliff_s{}; }; } // namespace uking::action