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#pragma once
#include "Game/Actor/Player/Action/actionPlayerAction.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class PlayerCutTurnLSword : public PlayerAction {
SEAD_RTTI_OVERRIDE(PlayerCutTurnLSword, PlayerAction)
public:
explicit PlayerCutTurnLSword(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* mEnergyMove_s{};
// static_param at offset 0x28
const float* mEnergyLastAttack_s{};
// static_param at offset 0x30
const float* mMaxSpeedF_s{};
// static_param at offset 0x38
const float* mAccSpeed_s{};
// static_param at offset 0x40
const float* mDecSpeed_s{};
// static_param at offset 0x48
const float* mSpAttackRadiusMin_s{};
// static_param at offset 0x50
const float* mSpAttackRadiusMax_s{};
// static_param at offset 0x58
const float* mSpAttackRadiusAdd_s{};
// static_param at offset 0x60
const float* mSpAttackCheckUnderDist_s{};
// static_param at offset 0x68
const float* mSpLargeAttackRadius_s{};
// static_param at offset 0x70
const int* mRumbleType_s{};
// static_param at offset 0x78
const float* mRumblePowerMin_s{};
// static_param at offset 0x80
const float* mRumblePowerMax_s{};
// static_param at offset 0x88
const float* mEnergyChargeStart_s{};
};
} // namespace uking::action
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