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#pragma once
#include "Game/Actor/Player/Action/actionPlayerAction.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class PlayerDamage : public PlayerAction {
SEAD_RTTI_OVERRIDE(PlayerDamage, PlayerAction)
public:
explicit PlayerDamage(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* mBaseInitSpeedNSword_s{};
// static_param at offset 0x28
const float* mBaseInitSpeedLSword_s{};
// static_param at offset 0x30
const float* mBaseInitSpeedSpear_s{};
// static_param at offset 0x38
const float* mBaseInitSpeedOther_s{};
// static_param at offset 0x40
const float* mAddSpeedNSword_s{};
// static_param at offset 0x48
const float* mAddSpeedLSword_s{};
// static_param at offset 0x50
const float* mAddSpeedSpear_s{};
// static_param at offset 0x58
const float* mAddSpeedOther_s{};
// static_param at offset 0x60
const float* mMaxSpeedNSword_s{};
// static_param at offset 0x68
const float* mMaxSpeedLSword_s{};
// static_param at offset 0x70
const float* mMaxSpeedSpear_s{};
// static_param at offset 0x78
const float* mMaxSpeedOther_s{};
// static_param at offset 0x80
const float* mDecSpeedNSword_s{};
// static_param at offset 0x88
const float* mDecSpeedLSword_s{};
// static_param at offset 0x90
const float* mDecSpeedSpear_s{};
// static_param at offset 0x98
const float* mDecSpeedOther_s{};
};
} // namespace uking::action
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