F4MP/tiltedcode/Code/client/Games/Animation/BGSActionData.h

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#pragma once
#include <Games/Animation/ActionInput.h>
#include <Games/Animation/ActionOutput.h>
struct BGSActionData : ActionInput, ActionOutput
{
enum SomeFlag : uint32_t
{
kTransitionNoAnimation = 1,
kSkip = 2
};
BGSActionData(uint32_t aParam1, Actor* apActor, BGSAction* apAction, TESObjectREFR* apTarget);
virtual ~BGSActionData() {}
virtual BGSActionData* Clone() { return nullptr; }
virtual uintptr_t Perform() { return 0; }
uint32_t someFlag;
uint32_t pad5C;
};