#pragma once #include "Game/AI/Action/actionPlayerAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PlayerJump : public PlayerAction { SEAD_RTTI_OVERRIDE(PlayerJump, PlayerAction) public: explicit PlayerJump(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* mJumpHeight_s{}; // static_param at offset 0x28 const float* mJumpHeightAddByAngle_s{}; // static_param at offset 0x30 const float* mJumpHeightAddBySpeed_s{}; // static_param at offset 0x38 const float* mJumpHeightMaxDecRateByWater_s{}; // static_param at offset 0x40 const float* mIgnoreWaterHeight_s{}; // static_param at offset 0x48 const float* mEnergyJump_s{}; // static_param at offset 0x50 const float* mEnergyDashJump_s{}; // static_param at offset 0x58 const float* mEnergyUseDiam1_s{}; // static_param at offset 0x60 const float* mEnergyUseDiam2_s{}; // static_param at offset 0x68 const float* mEnergyUseDiam3_s{}; }; } // namespace uking::action