#pragma once #include "Game/AI/Action/actionFlyingCharacterReaction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class FlyingCharacterBlownOff : public FlyingCharacterReaction { SEAD_RTTI_OVERRIDE(FlyingCharacterBlownOff, FlyingCharacterReaction) public: explicit FlyingCharacterBlownOff(const InitArg& arg); ~FlyingCharacterBlownOff() 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 0x70 const float* mPosReduceRatioOnGround_s{}; // static_param at offset 0x78 const float* mRotReduceRatioOnGround_s{}; // static_param at offset 0x80 const float* mSpeed_s{}; // static_param at offset 0x88 const float* mRiseSpeed_s{}; // static_param at offset 0x90 sead::SafeString mFallAS_s{}; // static_param at offset 0xa0 sead::SafeString mOnGroundAS_s{}; }; } // namespace uking::action