#pragma once #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class JumpMainRigidBody : public ksys::act::ai::Action { SEAD_RTTI_OVERRIDE(JumpMainRigidBody, ksys::act::ai::Action) public: explicit JumpMainRigidBody(const InitArg& arg); ~JumpMainRigidBody() 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 0x20 const float* mPower_s{}; // static_param at offset 0x28 const float* mVibrateStopCheck_s{}; // static_param at offset 0x30 const float* mVibrateCheckFrame_s{}; // static_param at offset 0x38 const float* mVibrateMemoryStep_s{}; // static_param at offset 0x40 const bool* mIsRotJumpDir_s{}; // static_param at offset 0x48 sead::SafeString mPostBoundReactionKeys_s{}; // static_param at offset 0x58 const sead::Vector3f* mJumpDir_s{}; // dynamic_param at offset 0x60 sead::Vector3f* mTargetPos_d{}; // aitree_variable at offset 0x68 void* mRefPosVibrateChecker_a{}; }; } // namespace uking::action