#pragma once #include "Game/AI/Action/actionPlayerAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PlayerCutAfterJust : public PlayerAction { SEAD_RTTI_OVERRIDE(PlayerCutAfterJust, PlayerAction) public: explicit PlayerCutAfterJust(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* mSlowContTime_s{}; // static_param at offset 0x28 const float* mLastCutAcceptTime_s{}; // static_param at offset 0x30 const float* mLastCutAcceptTimeLSword_s{}; // static_param at offset 0x38 const float* mLastCutAcceptTimeSpear_s{}; // static_param at offset 0x40 const float* mForceSlowTime_s{}; }; } // namespace uking::action