#pragma once struct TESObjectREFR; struct Actor; struct TESBoundObject; /** * @brief In-game activation (i.e. interacting with an object). */ struct ActivateEvent { ActivateEvent(TESObjectREFR* apObject, Actor* apActivator, TESBoundObject* apObjectToGet, int32_t aCount, bool aDefaultProcessing, uint8_t aUnk1, TESObjectREFR::OpenState aPreActivationOpenState, bool aActivateFlag = false) : pObject(apObject) , pActivator(apActivator) , pObjectToGet(apObjectToGet) , Count(aCount) , DefaultProcessing(aDefaultProcessing) , Unk1(aUnk1) , PreActivationOpenState(aPreActivationOpenState) , ActivateFlag(aActivateFlag) { } TESObjectREFR* pObject; Actor* pActivator; TESBoundObject* pObjectToGet; int32_t Count; bool DefaultProcessing; uint8_t Unk1; TESObjectREFR::OpenState PreActivationOpenState; bool ActivateFlag; };