38 virtual void SaveGame(BGSSaveGameBuffer* a_buf)
override;
39 virtual void LoadGame(BGSLoadGameBuffer* a_buf)
override;
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 bool GetAllowNo3D() override
virtual TESObjectREFR * GetTargetReference() override
virtual bool GetEffectPersists() override
virtual ~ActiveEffectReferenceEffectController()
Definition: ActiveEffect.h:22
Definition: BGSArtObject.h:12
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