#pragma once #include "Game/AI/Action/actionPlayerAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PlayerCutJump : public PlayerAction { SEAD_RTTI_OVERRIDE(PlayerCutJump, PlayerAction) public: explicit PlayerCutJump(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* mAttackRatioNSword_s{}; // static_param at offset 0x28 const float* mAttackRatioLSword_s{}; // static_param at offset 0x30 const float* mAttackRatioSpear_s{}; // static_param at offset 0x38 const float* mCutJumpSpeedF_s{}; // static_param at offset 0x40 const float* mCutJumpHeight_s{}; // static_param at offset 0x48 const float* mCutJumpShortSpeedF_s{}; // static_param at offset 0x50 const float* mCutJumpShortHeight_s{}; // static_param at offset 0x58 const float* mCutJumpSpeedFLSword_s{}; // static_param at offset 0x60 const float* mAimDistOffset_s{}; // static_param at offset 0x68 const float* mSwingFrameBeforeGround_s{}; // static_param at offset 0x70 const float* mFallSpAttackHeight_s{}; // static_param at offset 0x78 const float* mFallSpAttackRadiusMin_s{}; // static_param at offset 0x80 const float* mFallSpAttackRadiusMax_s{}; // static_param at offset 0x88 const float* mFallSpAttackRadiusAdd_s{}; // static_param at offset 0x90 const float* mFallSpAttackRadiusAddLSword_s{}; // static_param at offset 0x98 const float* mFallSpAttackCheckUnderDist_s{}; // static_param at offset 0xa0 const float* mFallSpLargeAttackRadius_s{}; // static_param at offset 0xa8 const int* mRumbleType_s{}; // static_param at offset 0xb0 const float* mRumblePowerMin_s{}; // static_param at offset 0xb8 const float* mRumblePowerMax_s{}; // static_param at offset 0xc0 const float* mParashawlInvalidTime_s{}; }; } // namespace uking::action