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#pragma once
#include "Game/Actor/Player/Action/actionPlayerAction.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class PlayerCutJump : public PlayerAction {
SEAD_RTTI_OVERRIDE(PlayerCutJump, PlayerAction)
public:
explicit PlayerCutJump(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* mAttackRatioNSword_s{};
// static_param at offset 0x28
const float* mAttackRatioLSword_s{};
// static_param at offset 0x30
const float* mAttackRatioSpear_s{};
// static_param at offset 0x38
const float* mCutJumpSpeedF_s{};
// static_param at offset 0x40
const float* mCutJumpHeight_s{};
// static_param at offset 0x48
const float* mCutJumpShortSpeedF_s{};
// static_param at offset 0x50
const float* mCutJumpShortHeight_s{};
// static_param at offset 0x58
const float* mCutJumpSpeedFLSword_s{};
// static_param at offset 0x60
const float* mAimDistOffset_s{};
// static_param at offset 0x68
const float* mSwingFrameBeforeGround_s{};
// static_param at offset 0x70
const float* mFallSpAttackHeight_s{};
// static_param at offset 0x78
const float* mFallSpAttackRadiusMin_s{};
// static_param at offset 0x80
const float* mFallSpAttackRadiusMax_s{};
// static_param at offset 0x88
const float* mFallSpAttackRadiusAdd_s{};
// static_param at offset 0x90
const float* mFallSpAttackRadiusAddLSword_s{};
// static_param at offset 0x98
const float* mFallSpAttackCheckUnderDist_s{};
// static_param at offset 0xa0
const float* mFallSpLargeAttackRadius_s{};
// static_param at offset 0xa8
const int* mRumbleType_s{};
// static_param at offset 0xb0
const float* mRumblePowerMin_s{};
// static_param at offset 0xb8
const float* mRumblePowerMax_s{};
// static_param at offset 0xc0
const float* mParashawlInvalidTime_s{};
};
} // namespace uking::action
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