#pragma once #include "Game/AI/Action/actionFlyingCharacterReaction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class FlyingCharacterDamageBase : public FlyingCharacterReaction { SEAD_RTTI_OVERRIDE(FlyingCharacterDamageBase, FlyingCharacterReaction) public: explicit FlyingCharacterDamageBase(const InitArg& arg); ~FlyingCharacterDamageBase() 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* mHitImpactForceSmallSwordS_s{}; // static_param at offset 0x78 const float* mHitImpactForceSmallSwordL_s{}; // static_param at offset 0x80 const float* mHitImpactForceLargeSwordS_s{}; // static_param at offset 0x88 const float* mHitImpactForceLargeSwordL_s{}; // static_param at offset 0x90 const float* mHitImpactForceSpearS_s{}; // static_param at offset 0x98 const float* mHitImpactForceSpearL_s{}; // static_param at offset 0xa0 const float* mRiseSpeed_s{}; // static_param at offset 0xa8 const float* mLastSpeedRatio_s{}; // static_param at offset 0xb0 const float* mPosReduceRatioOnGround_s{}; // static_param at offset 0xb8 const float* mRotReduceRatioOnGround_s{}; // static_param at offset 0xc0 const bool* mIsCheckFallASFinished_s{}; // static_param at offset 0xc8 const bool* mIsIgnoreSameAS4Fall_s{}; // static_param at offset 0xd0 const bool* mIsIgnoreSameAS4OnGround_s{}; // static_param at offset 0xd8 sead::SafeString mFallAS_s{}; // static_param at offset 0xe8 sead::SafeString mOnGroundAS_s{}; }; } // namespace uking::action