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#pragma once
#include "Game/Actor/Player/Action/actionPlayerAction.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class PlayerLargeDamage : public PlayerAction {
SEAD_RTTI_OVERRIDE(PlayerLargeDamage, PlayerAction)
public:
explicit PlayerLargeDamage(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* mJumpHeightNSword_s{};
// static_param at offset 0x88
const float* mJumpHeightLSword_s{};
// static_param at offset 0x90
const float* mJumpHeightSpear_s{};
// static_param at offset 0x98
const float* mJumpHeightOther_s{};
// static_param at offset 0xa0
const float* mInitSpeedWind_s{};
// static_param at offset 0xa8
const float* mJumpHeightWind_s{};
// static_param at offset 0xb0
const float* mNoRagdollTime_s{};
// static_param at offset 0xb8
const float* mInitSpeedToss_s{};
// static_param at offset 0xc0
const float* mJumpHeightToss_s{};
// static_param at offset 0xc8
const float* mAddLinearImpulse_s{};
// static_param at offset 0xd0
const float* mAddRollImpulse_s{};
// static_param at offset 0xd8
const float* mInitSpeedHorse_s{};
// static_param at offset 0xe0
const float* mJumpHeightHorse_s{};
// static_param at offset 0xe8
const float* mAddLinearImpulseHorse_s{};
// static_param at offset 0xf0
const float* mInitSpeedRynel_s{};
// static_param at offset 0xf8
const float* mJumpHeightRynel_s{};
// static_param at offset 0x100
const float* mAddLinearImpulseRynel_s{};
// static_param at offset 0x108
const float* mAddRollImpulseRynel_s{};
// static_param at offset 0x110
const float* mInitSpeedSandworm_s{};
// static_param at offset 0x118
const float* mJumpHeightSandworm_s{};
// static_param at offset 0x120
const float* mAddLinearImpulseSandworm_s{};
// static_param at offset 0x128
const float* mInitSpeedShakeOff_s{};
// static_param at offset 0x130
const float* mJumpHeightShakeOff_s{};
// static_param at offset 0x138
const float* mAddLinearImpulseShakeOff_s{};
// static_param at offset 0x140
const float* mInitSpeedWindRemain_s{};
// static_param at offset 0x148
const float* mJumpHeightWindRemain_s{};
// static_param at offset 0x150
const float* mAddLinearImpulseWindRemain_s{};
};
} // namespace uking::action
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