#pragma once #include "Game/AI/Action/actionPlayerAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PlayerBackJump : public PlayerAction { SEAD_RTTI_OVERRIDE(PlayerBackJump, PlayerAction) public: explicit PlayerBackJump(const InitArg& arg); 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* mBJSpeedF_s{}; // static_param at offset 0x28 const float* mBJHeight_s{}; // static_param at offset 0x30 const float* mNoDamageTime_s{}; // static_param at offset 0x38 const float* mJustAvoidTime_s{}; // static_param at offset 0x40 const float* mForceSlowTime_s{}; // static_param at offset 0x48 const float* mMySlowStartFrame_s{}; // dynamic_param at offset 0x50 bool* mEnableSwordInput_d{}; }; } // namespace uking::action