#pragma once #include "KingSystem/ActorSystem/actAiAction.h" namespace uking::action { class EquipDisplay : public ksys::act::ai::Action { SEAD_RTTI_OVERRIDE(EquipDisplay, ksys::act::ai::Action) public: explicit EquipDisplay(const InitArg& arg); ~EquipDisplay() 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; // FIXME: remove this u8 pad_0x20[0x28]; // static_param at offset 0x48 sead::SafeString mSwordEquipNode_s{}; // static_param at offset 0x58 sead::SafeString mLSwordEquipNode_s{}; // static_param at offset 0x68 sead::SafeString mSpearEquipNode_s{}; // static_param at offset 0x78 sead::SafeString mBowEquipNode_s{}; // static_param at offset 0x88 sead::SafeString mShieldEquipNode_s{}; // map_unit_param at offset 0x98 const int* mEquipStandSlot_m{}; // map_unit_param at offset 0xa0 sead::SafeString mEquipStandNode_m{}; // aitree_variable at offset 0xb0 void* mEquipDisplayChild_a{}; }; } // namespace uking::action