#pragma once #include "Game/AI/Action/actionActionEx.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class TakeHitImpactForce : public ActionEx { SEAD_RTTI_OVERRIDE(TakeHitImpactForce, ActionEx) public: explicit TakeHitImpactForce(const InitArg& arg); ~TakeHitImpactForce() override; void enter_(ksys::act::ai::InlineParamPack* params) override; void loadParams_() override; protected: void calc_() override; // static_param at offset 0x20 const float* mVelReduce_s{}; // static_param at offset 0x28 const float* mHighSpeedY_s{}; // static_param at offset 0x30 const float* mVelReduceY_s{}; // static_param at offset 0x38 const float* mHitImpactForceSmallSwordS_s{}; // static_param at offset 0x40 const float* mHitImpactForceSmallSwordL_s{}; // static_param at offset 0x48 const float* mHitImpactForceLargeSwordS_s{}; // static_param at offset 0x50 const float* mHitImpactForceLargeSwordL_s{}; // static_param at offset 0x58 const float* mHitImpactForceSpearS_s{}; // static_param at offset 0x60 const float* mHitImpactForceSpearL_s{}; }; } // namespace uking::action