#pragma once #include #include 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; };