#pragma once #include "Game/AI/Action/actionBindAction.h" #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class EquipedWeaponChild : public BindAction { SEAD_RTTI_OVERRIDE(EquipedWeaponChild, BindAction) public: explicit EquipedWeaponChild(const InitArg& arg); void enter_(ksys::act::ai::InlineParamPack* params) override; void leave_() override; void loadParams_() override; protected: // static_param at offset 0xd8 const bool* mIsChangeScale_s{}; }; } // namespace uking::action