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#pragma once
#include "Game/Actor/Player/Action/actionPlayerAction.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class PlayerCutTurn : public PlayerAction {
SEAD_RTTI_OVERRIDE(PlayerCutTurn, PlayerAction)
public:
explicit PlayerCutTurn(const InitArg& arg);
~PlayerCutTurn() 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 int* mMaxChargeLvNSword_s{};
// static_param at offset 0x28
const float* mAttackRatioNSword_s{};
// static_param at offset 0x30
const float* mAttackRatioLSword_s{};
// static_param at offset 0x38
const float* mAttackRatioSpear_s{};
// static_param at offset 0x40
const float* mEnergyAttack_s{};
// static_param at offset 0x48
const float* mEnergyChargeStart_s{};
// static_param at offset 0x50
const float* mRangeDiam_s{};
// static_param at offset 0x58
const float* mRangeDiamAdd_s{};
// static_param at offset 0x60
const float* mRangeDiamAddNSword_s{};
};
} // namespace uking::action
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