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#pragma once
#include "Game/Actor/Player/Action/actionPlayerAction.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class PlayerLaunch : public PlayerAction {
SEAD_RTTI_OVERRIDE(PlayerLaunch, PlayerAction)
public:
explicit PlayerLaunch(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* mInitSpeed_s{};
// static_param at offset 0x28
const float* mJumpHeight_s{};
// static_param at offset 0x30
const float* mAddLinearImpulse_s{};
// static_param at offset 0x38
const float* mAddRollImpulse_s{};
// static_param at offset 0x40
const float* mNoRagdollTime_s{};
// static_param at offset 0x48
const int* mDamage_s{};
// dynamic_param at offset 0x50
sead::Vector3f* mBasePos_d{};
};
} // namespace uking::action
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