#pragma once #include "Game/AI/Action/actionPlayerAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PlayerPullSword : public PlayerAction { SEAD_RTTI_OVERRIDE(PlayerPullSword, PlayerAction) public: explicit PlayerPullSword(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 0x28 const float* mLifeDecInterval1_s{}; // static_param at offset 0x30 const float* mLifeDecInterval2_s{}; // static_param at offset 0x38 const float* mLifeDecInterval3_s{}; // static_param at offset 0x40 const float* mLifeDecInterval4_s{}; // static_param at offset 0x48 const float* mLifeDecInterval5_s{}; // static_param at offset 0x50 const float* mInterruptInterval_s{}; // static_param at offset 0x60 const int* mSuccessLife_s{}; }; } // namespace uking::action