#pragma once #include "Game/AI/Action/actionPlayerAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PlayerLargeDamage : public PlayerAction { SEAD_RTTI_OVERRIDE(PlayerLargeDamage, PlayerAction) public: explicit PlayerLargeDamage(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* mBaseInitSpeedNSword_s{}; // static_param at offset 0x28 const float* mBaseInitSpeedLSword_s{}; // static_param at offset 0x30 const float* mBaseInitSpeedSpear_s{}; // static_param at offset 0x38 const float* mBaseInitSpeedOther_s{}; // static_param at offset 0x40 const float* mAddSpeedNSword_s{}; // static_param at offset 0x48 const float* mAddSpeedLSword_s{}; // static_param at offset 0x50 const float* mAddSpeedSpear_s{}; // static_param at offset 0x58 const float* mAddSpeedOther_s{}; // static_param at offset 0x60 const float* mMaxSpeedNSword_s{}; // static_param at offset 0x68 const float* mMaxSpeedLSword_s{}; // static_param at offset 0x70 const float* mMaxSpeedSpear_s{}; // static_param at offset 0x78 const float* mMaxSpeedOther_s{}; // static_param at offset 0x80 const float* mJumpHeightNSword_s{}; // static_param at offset 0x88 const float* mJumpHeightLSword_s{}; // static_param at offset 0x90 const float* mJumpHeightSpear_s{}; // static_param at offset 0x98 const float* mJumpHeightOther_s{}; // static_param at offset 0xa0 const float* mInitSpeedWind_s{}; // static_param at offset 0xa8 const float* mJumpHeightWind_s{}; // static_param at offset 0xb0 const float* mNoRagdollTime_s{}; // static_param at offset 0xb8 const float* mInitSpeedToss_s{}; // static_param at offset 0xc0 const float* mJumpHeightToss_s{}; // static_param at offset 0xc8 const float* mAddLinearImpulse_s{}; // static_param at offset 0xd0 const float* mAddRollImpulse_s{}; // static_param at offset 0xd8 const float* mInitSpeedHorse_s{}; // static_param at offset 0xe0 const float* mJumpHeightHorse_s{}; // static_param at offset 0xe8 const float* mAddLinearImpulseHorse_s{}; // static_param at offset 0xf0 const float* mInitSpeedRynel_s{}; // static_param at offset 0xf8 const float* mJumpHeightRynel_s{}; // static_param at offset 0x100 const float* mAddLinearImpulseRynel_s{}; // static_param at offset 0x108 const float* mAddRollImpulseRynel_s{}; // static_param at offset 0x110 const float* mInitSpeedSandworm_s{}; // static_param at offset 0x118 const float* mJumpHeightSandworm_s{}; // static_param at offset 0x120 const float* mAddLinearImpulseSandworm_s{}; // static_param at offset 0x128 const float* mInitSpeedShakeOff_s{}; // static_param at offset 0x130 const float* mJumpHeightShakeOff_s{}; // static_param at offset 0x138 const float* mAddLinearImpulseShakeOff_s{}; // static_param at offset 0x140 const float* mInitSpeedWindRemain_s{}; // static_param at offset 0x148 const float* mJumpHeightWindRemain_s{}; // static_param at offset 0x150 const float* mAddLinearImpulseWindRemain_s{}; }; } // namespace uking::action