CommonLibSSE (Parapets fork)
ActiveEffectReferenceEffectController.h
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1 #pragma once
2 
3 #include "RE/B/BSPointerHandle.h"
4 #include "RE/N/NiPoint3.h"
6 
7 namespace RE
8 {
9  class ActiveEffect;
10 
12  {
13  public:
14  inline static constexpr auto RTTI = RTTI_ActiveEffectReferenceEffectController;
15 
17 
18  // override (ReferenceEffectController)
19  virtual void Unk_01(void) override; // 01
20  virtual float Unk_02(void) override; // 02
21  virtual float Unk_03(void) override; // 03
22  virtual void Unk_04(void) override; // 04
23  virtual const NiPoint3& GetSourcePosition() override; // 05
24  virtual bool GetUseSourcePosition() override; // 06
25  virtual bool GetNoInitialFlare() override; // 07
26  virtual bool GetEffectPersists() override; // 08
27  virtual bool GetGoryVisuals() override; // 09
28  virtual void RemoveHitEffect(ReferenceEffect* a_refEffect) override; // 0A
29  virtual TESObjectREFR* GetTargetReference() override; // 0B
30  virtual BGSArtObject* GetHitEffectArt() override; // 0C
31  virtual TESEffectShader* GetHitEffectShader() override; // 0D
32  virtual bool GetManagerHandlesSaveLoad() override; // 0E - { return false; }
33  virtual bool EffectShouldFaceTarget() override; // 17
34  virtual TESObjectREFR* GetFacingTarget() override; // 18
35  virtual void SetWindPoint(const NiPoint3& a_point) override; // 1E - { windPoint = a_point; }
36  virtual const NiPoint3& GetWindPoint() override; // 1F - { return windPoint; }
37  virtual bool GetAllowNo3D() override; // 20
38  virtual void SaveGame(BGSSaveGameBuffer* a_buf) override; // 21
39  virtual void LoadGame(BGSLoadGameBuffer* a_buf) override; // 22
40 
41  // members
45  };
46  static_assert(sizeof(ActiveEffectReferenceEffectController) == 0x20);
47 }
Definition: ActiveEffectReferenceEffectController.h:12
virtual void Unk_01(void) override
static constexpr auto RTTI
Definition: ActiveEffectReferenceEffectController.h:14
virtual void LoadGame(BGSLoadGameBuffer *a_buf) override
virtual void Unk_04(void) override
virtual const NiPoint3 & GetWindPoint() override
virtual void SetWindPoint(const NiPoint3 &a_point) override
virtual const NiPoint3 & GetSourcePosition() override
NiPoint3 windPoint
Definition: ActiveEffectReferenceEffectController.h:44
virtual bool EffectShouldFaceTarget() override
virtual bool GetGoryVisuals() override
virtual TESObjectREFR * GetFacingTarget() override
ActiveEffect * effect
Definition: ActiveEffectReferenceEffectController.h:42
virtual bool GetManagerHandlesSaveLoad() override
virtual void SaveGame(BGSSaveGameBuffer *a_buf) override
virtual float Unk_03(void) override
ObjectRefHandle target
Definition: ActiveEffectReferenceEffectController.h:43
virtual bool GetNoInitialFlare() override
virtual void RemoveHitEffect(ReferenceEffect *a_refEffect) override
virtual float Unk_02(void) override
virtual bool GetUseSourcePosition() override
virtual TESEffectShader * GetHitEffectShader() override
virtual BGSArtObject * GetHitEffectArt() override
virtual TESObjectREFR * GetTargetReference() override
virtual bool GetEffectPersists() override
Definition: ActiveEffect.h:22
Definition: BGSArtObject.h:12
Definition: NiPoint3.h:6
Definition: ReferenceEffectController.h:17
Definition: ReferenceEffect.h:11
Definition: TESEffectShader.h:171
Definition: TESObjectREFR.h:105
Definition: AbsorbEffect.h:6
constexpr REL::ID RTTI_ActiveEffectReferenceEffectController
Definition: Offsets_RTTI.h:20