#pragma once #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class SwitchPlayerEquipment : public ksys::act::ai::Action { SEAD_RTTI_OVERRIDE(SwitchPlayerEquipment, ksys::act::ai::Action) public: explicit SwitchPlayerEquipment(const InitArg& arg); ~SwitchPlayerEquipment() 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; // dynamic_param at offset 0x20 bool* mUnequipWeapon_d{}; // dynamic_param at offset 0x28 bool* mUnequipShield_d{}; // dynamic_param at offset 0x30 bool* mUnequipBow_d{}; // dynamic_param at offset 0x38 bool* mUnequipArmorHead_d{}; // dynamic_param at offset 0x40 bool* mUnequipArmorUpper_d{}; // dynamic_param at offset 0x48 bool* mUnequipArmorLower_d{}; // dynamic_param at offset 0x50 sead::SafeString mPorchItemName_Weapon_d{}; // dynamic_param at offset 0x60 sead::SafeString mPorchItemName_Shield_d{}; // dynamic_param at offset 0x70 sead::SafeString mPorchItemName_Bow_d{}; // dynamic_param at offset 0x80 sead::SafeString mPorchItemName_ArmorHead_d{}; // dynamic_param at offset 0x90 sead::SafeString mPorchItemName_ArmorUpper_d{}; // dynamic_param at offset 0xa0 sead::SafeString mPorchItemName_ArmorLower_d{}; // dynamic_param at offset 0xb0 sead::SafeString mPorchItemName_Arrow_d{}; }; } // namespace uking::action