#pragma once #include "Game/AI/Action/actionPlayerAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class PlayerWaterFall : public PlayerAction { SEAD_RTTI_OVERRIDE(PlayerWaterFall, PlayerAction) public: explicit PlayerWaterFall(const InitArg& arg); ~PlayerWaterFall() override; 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* mSpeedClimb_s{}; // dynamic_param at offset 0x28 ksys::Rail** mRailPtr_d{}; // dynamic_param at offset 0x30 sead::Vector3f* mFrontDir_d{}; }; } // namespace uking::action