#pragma once #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class EquipDisplayCreate : public ksys::act::ai::Action { SEAD_RTTI_OVERRIDE(EquipDisplayCreate, ksys::act::ai::Action) public: explicit EquipDisplayCreate(const InitArg& arg); ~EquipDisplayCreate() override; bool init_(sead::Heap* heap) 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 float* mDelayTimer_s{}; // static_param at offset 0x28 sead::SafeString mSwordEquipNode_s{}; // static_param at offset 0x38 sead::SafeString mLSwordEquipNode_s{}; // static_param at offset 0x48 sead::SafeString mSpearEquipNode_s{}; // static_param at offset 0x58 sead::SafeString mBowEquipNode_s{}; // static_param at offset 0x68 sead::SafeString mShieldEquipNode_s{}; // static_param at offset 0x78 sead::SafeString mXLinkKey_s{}; // map_unit_param at offset 0x88 const int* mEquipStandSlot_m{}; // map_unit_param at offset 0x90 sead::SafeString mEquipStandNode_m{}; // aitree_variable at offset 0xa0 void* mEquipDisplayChild_a{}; }; } // namespace uking::action