#pragma once #include "Game/AI/Action/actionPlayerAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PlayerCutFall : public PlayerAction { SEAD_RTTI_OVERRIDE(PlayerCutFall, PlayerAction) public: explicit PlayerCutFall(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* mParashawlInvalidTime_s{}; // static_param at offset 0x28 const float* mFallSpAttackHeight_s{}; // static_param at offset 0x30 const float* mFallSpAttackRadiusMin_s{}; // static_param at offset 0x38 const float* mFallSpAttackRadiusMax_s{}; // static_param at offset 0x40 const float* mFallSpAttackRadiusAdd_s{}; // static_param at offset 0x48 const float* mFallSpAttackRadiusAddLSword_s{}; // static_param at offset 0x50 const float* mFallSpLargeAttackRadius_s{}; // static_param at offset 0x58 const int* mRumbleType_s{}; // static_param at offset 0x60 const float* mRumblePowerMin_s{}; // static_param at offset 0x68 const float* mRumblePowerMax_s{}; }; } // namespace uking::action