#pragma once #include "Game/AI/Action/actionPlayerAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PlayerGlide : public PlayerAction { SEAD_RTTI_OVERRIDE(PlayerGlide, PlayerAction) public: explicit PlayerGlide(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* mGlideSpeedMax_s{}; // static_param at offset 0x28 const float* mLv2GlideSpeedMax_s{}; // static_param at offset 0x30 const float* mGlideBodyFrontX_s{}; // static_param at offset 0x38 const float* mGlideBodyBackX_s{}; // static_param at offset 0x40 const float* mGlideBodySideZ_s{}; // static_param at offset 0x48 const float* mGlideRotMax_s{}; // static_param at offset 0x50 const float* mGlideRotMin_s{}; // static_param at offset 0x58 const float* mGlideRotRate_s{}; // static_param at offset 0x60 const float* mWindScale_s{}; // static_param at offset 0x68 const float* mOverSpeedDec_s{}; // static_param at offset 0x70 const float* mGlideRotSpeed_s{}; // static_param at offset 0x78 const float* mGlideNoSideAngle_s{}; }; } // namespace uking::action