CommonLibSSE (Parapets fork)
Actor.h
Go to the documentation of this file.
1 #pragma once
2 
3 #include "RE/A/AITimeStamp.h"
4 #include "RE/A/ActiveEffect.h"
5 #include "RE/A/ActorState.h"
6 #include "RE/A/ActorValueOwner.h"
7 #include "RE/A/ActorValues.h"
10 #include "RE/B/BSPointerHandle.h"
12 #include "RE/B/BSSimpleList.h"
13 #include "RE/B/BSTArray.h"
14 #include "RE/B/BSTEvent.h"
15 #include "RE/B/BSTSmartPointer.h"
16 #include "RE/B/BSTTuple.h"
18 #include "RE/F/FormTypes.h"
20 #include "RE/M/MagicSystem.h"
21 #include "RE/M/MagicTarget.h"
22 #include "RE/N/NiSmartPointer.h"
23 #include "RE/T/TESNPC.h"
24 #include "RE/T/TESObjectREFR.h"
25 
26 namespace RE
27 {
28  class ActorMagicCaster;
29  class ActorMover;
30  class AIProcess;
31  class bhkCharacterController;
32  class bhkCharacterMoveFinishEvent;
33  class BipedAnim;
34  class BSTransformDeltaEvent;
35  class CombatController;
36  class CombatGroup;
37  class ExtraDataList;
38  class InventoryEntryData;
39  class MovementControllerNPC;
40  class MovementMessageActorCollision;
41  class NiRefObject;
42  class PackageLocation;
43  class PerkEntryVisitor;
44  struct ActorMotionFeedbackData;
45  struct ActorMotionFeedbackOutput;
46 
47  enum class SKILL_ACTION
48  {
49  kNormalUse = 0,
51  kBash,
54  };
55 
57  {
58  kNone = 0,
59  kGooStart = 1,
60  kGooEnd = 2,
62  kDisintegrateEnd = 4,
63 
64  kTotal
65  };
66 
67  struct Modifiers
68  {
69  public:
70  // members
72  };
73  static_assert(sizeof(Modifiers) == 0xC);
74 
76  {
77  public:
78  template <class T>
79  struct LocalMap
80  {
81  public:
82  T* operator[](ActorValue a_actorValue)
83  {
84  return GetAt(static_cast<char>(a_actorValue));
85  }
86 
87  const T* operator[](ActorValue a_actorValue) const
88  {
89  return GetAt(static_cast<char>(a_actorValue));
90  }
91 
92  // members
94  T* entries; // 08
95 
96  private:
97  [[nodiscard]] T* GetAt(char a_actorValue) const
98  {
99  auto akVals = actorValues.data();
100  if (akVals && entries) {
101  std::uint32_t idx = 0;
102  while (akVals[idx] != '\0') {
103  if (akVals[idx] == a_actorValue) {
104  break;
105  }
106  ++idx;
107  }
108 
109  if (akVals[idx] != '\0') {
110  return std::addressof(entries[idx]);
111  }
112  }
113  return 0;
114  }
115  };
116  static_assert(sizeof(LocalMap<float>) == 0x10);
117 
118  // members
121  };
122  static_assert(sizeof(ActorValueStorage) == 0x20);
123 
125 
126  class Actor :
127  public TESObjectREFR, // 000
128  public MagicTarget, // 098
129  public ActorValueOwner, // 0B0
130  public ActorState, // 0B8
131  public BSTEventSink<BSTransformDeltaEvent>, // 0C8
132  public BSTEventSink<bhkCharacterMoveFinishEvent>, // 0D0
134  {
135  private:
137 
138  public:
139  inline static constexpr auto RTTI = RTTI_Actor;
140  inline static constexpr auto FORMTYPE = FormType::ActorCharacter;
141 
142  struct SlotTypes
143  {
144  enum
145  {
150 
151  kTotal
152  };
153  };
154 
155  enum class BOOL_BITS
156  {
157  kNone = 0,
158  kDelayUpdateScenegraph = 1 << 0,
159  kProcessMe = 1 << 1,
160  kMurderAlarm = 1 << 2,
161  kHasSceneExtra = 1 << 3,
162  kHeadingFixed = 1 << 4,
163  kSpeakingDone = 1 << 5,
165  kSoundFileDone = 1 << 7,
166  kVoiceFileDone = 1 << 8,
167  kInTempChangeList = 1 << 9,
168  kDoNotRunSayToCallback = 1 << 10,
169  kDead = 1 << 11,
170  kForceGreetingPlayer = 1 << 12,
171  kForceUpdateQuestTarget = 1 << 13,
172  kSearchingInCombat = 1 << 14,
173  kAttackOnNextTheft = 1 << 15,
174  kEvpBuffered = 1 << 16,
175  kResetAI = 1 << 17,
176  kInWater = 1 << 18,
177  kSwimming = 1 << 19,
178  kVoicePausedByScript = 1 << 20,
179  kWasInFrustrum = 1 << 21,
180  kShouldRotateToTrack = 1 << 22,
181  kSetOnDeath = 1 << 23,
182  kDoNotPadVoice = 1 << 24,
183  kFootIKInRange = 1 << 25,
184  kPlayerTeammate = 1 << 26,
185  kGivePlayerXP = 1 << 27,
186  kSoundCallbackSuccess = 1 << 28,
187  kUseEmotion = 1 << 29,
188  kGuard = 1 << 30,
189  kParalyzed = 1 << 31
190  };
191 
192  enum class BOOL_FLAGS
193  {
194  kNone = 0,
195  kScenePackage = 1 << 0,
196  kIsAMount = 1 << 1,
197  kMountPointClear = 1 << 2,
198  kGettingOnOffMount = 1 << 3,
199  kInRandomScene = 1 << 4,
200  kNoBleedoutRecovery = 1 << 5,
201  kInBleedoutAnimation = 1 << 6,
202  kCanDoFavor = 1 << 7,
203  kShouldAnimGraphUpdate = 1 << 8,
204  kCanSpeakToEssentialDown = 1 << 9,
205  kBribedByPlayer = 1 << 10,
206  kAngryWithPlayer = 1 << 11,
207  kIsTrespassing = 1 << 12,
208  kCanSpeak = 1 << 13,
209  kIsInKillMove = 1 << 14,
210  kAttackOnSight = 1 << 15,
211  kIsCommandedActor = 1 << 16,
212  kForceOneAnimgraphUpdate = 1 << 17,
213  kEssential = 1 << 18,
214  kProtected = 1 << 19,
215  kAttackingDisabled = 1 << 20,
216  kCastingDisabled = 1 << 21,
217  kSceneHeadTrackRotation = 1 << 22,
218  kForceIncMinBoneUpdate = 1 << 23,
219  kCrimeSearch = 1 << 24,
220  kMovingIntoLoadedArea = 1 << 25,
221  kDoNotShowOnStealthMeter = 1 << 26,
222  kMovementBlocked = 1 << 27,
224  kForceAnimGraphUpdate = 1 << 29,
225  kCheckAddEffectDualCast = 1 << 30,
226  kUnderwater = 1 << 31
227  };
228 
229  struct ChangeFlags
230  {
231  enum ChangeFlag : std::uint32_t
232  {
233  kLifeState = 1 << 10,
234  kPackageExtraData = 1 << 11,
236  kDismemberedLimbs = 1 << 17,
237  kLeveledActor = 1 << 18,
238  kDispModifiers = 1 << 19,
239  kTempModifiers = 1 << 20,
240  kDamageModifiers = 1 << 21,
243  };
244  };
245 
246  struct RecordFlags
247  {
248  enum RecordFlag : std::uint32_t
249  {
250  kDeleted = 1 << 5,
251  kStartsDead = 1 << 9,
252  kPersistent = 1 << 10,
254  kIgnored = 1 << 12,
255  kNoAIAcquire = 1 << 25,
256  kDontHavokSettle = 1 << 29
257  };
258  };
259 
260  ~Actor() override; // 000
261 
262  // override (TESObjectREFR)
263  void SaveGame(BGSSaveFormBuffer* a_buf) override; // 00E
264  void LoadGame(BGSLoadFormBuffer* a_buf) override; // 00F
265  void InitLoadGame(BGSLoadFormBuffer* a_buf) override; // 010
266  void FinishLoadGame(BGSLoadFormBuffer* a_buf) override; // 011
267  void Revert(BGSLoadFormBuffer* a_buf) override; // 012
268  void InitItemImpl() override; // 013
269  void SetDelete(bool a_set) override; // 023
270  void Predestroy() override; // 03B
271  BGSLocation* GetEditorLocation1() const override; // 03C - { return editorLocation; }
272  bool GetEditorLocation2(NiPoint3& a_outPos, NiPoint3& a_outRot, TESForm*& a_outWorldOrCell, TESObjectCELL* a_fallback) override; // 03D
273  void ForceEditorLocation(BGSLocation* a_location) override; // 03E - { editorLocation = a_location; }
274  void Update3DPosition(bool a_warp) override; // 03F
275  void UpdateSoundCallBack(bool a_endSceneAction) override; // 040
276  bool SetDialogueWithPlayer(bool a_flag, bool a_forceGreet, TESTopicInfo* a_topic) override; // 041
277  BGSAnimationSequencer* GetSequencer(void) const override; // 045 - { return currentProcess->high->animSequencer; }
278  bool HasKeywordHelper(const BGSKeyword* a_keyword) const override; // 048
279  TESPackage* CheckForCurrentAliasPackage() override; // 049 - { return 0; }
280  BGSScene* GetCurrentScene() const override; // 04A
281  void SetCurrentScene(BGSScene* a_scene) override; // 04B
282  bool UpdateInDialogue(DialogueResponse* a_response, bool a_unused) override; // 04C
283  BGSDialogueBranch* GetExclusiveBranch() const override; // 04D - { return exclusiveBranch; }
284  void SetExclusiveBranch(BGSDialogueBranch* a_branch) override; // 04E - { exclusiveBranch = a_arg1; }
285  void PauseCurrentDialogue(void) override; // 04F
286  NiPoint3 GetStartingAngle() const override; // 052
287  NiPoint3 GetStartingLocation() const override; // 053
288  ObjectRefHandle RemoveItem(TESBoundObject* a_item, std::int32_t a_count, ITEM_REMOVE_REASON a_reason, ExtraDataList* a_extraList, TESObjectREFR* a_moveToRef, const NiPoint3* a_dropLoc = 0, const NiPoint3* a_rotate = 0) override; // 056
289  bool AddWornItem(TESBoundObject* a_item, std::int32_t a_count, bool a_forceEquip, std::uint32_t a_arg4, std::uint32_t a_arg5) override; // 057
290  void DoTrap1(TrapData& a_data) override; // 058
291  void DoTrap2(TrapEntry* a_trap, TargetEntry* a_target) override; // 059
292  void AddObjectToContainer(TESBoundObject* a_object, ExtraDataList* a_extraList, std::int32_t a_count, TESObjectREFR* a_fromRefr) override; // 05A
293  NiPoint3 GetLookingAtLocation() const override; // 05B
295  MagicTarget* GetMagicTarget() override; // 05D - { return static_cast<MagicTarget*>(this); }
296  bool IsChild() const override; // 05E - { return false; }
298  bool DetachHavok(NiAVObject* a_obj3D) override; // 065
299  void InitHavok() override; // 066
300  void Unk_67(void) override; // 067 - related to vampire lord cape
301  void Unk_68(void) override; // 068
302  void Unk_69(void) override; // 069
303  NiAVObject* Load3D(bool a_arg1) override; // 06A
304  void Set3D(NiAVObject* a_object, bool a_queue3DTasks = true) override; // 06C
305  bool PopulateGraphProjectsToLoad(void) const override; // 072
306  NiPoint3 GetBoundMin() const override; // 073
307  NiPoint3 GetBoundMax() const override; // 074
308  void Unk_75(void) override; // 075 - "ActorValue GetWeaponSkill()"? really weird call, only works for right hand, and defaults to 1
309  void Unk_78(void) override; // 078
310  void ModifyAnimationUpdateData(BSAnimationUpdateData& a_data) override; // 079
311  bool ShouldSaveAnimationOnUnloading() const override; // 07A - { return false; }
312  bool ShouldSaveAnimationOnSaving() const override; // 07B
313  bool ShouldPerformRevert() const override; // 07C
314  void UpdateAnimation(float a_delta) override; // 07D
315  void Unk_82(void) override; // 082
316  void SetObjectReference(TESBoundObject* a_object) override; // 084
317  void MoveHavok(bool a_forceRec) override; // 085
318  void GetLinearVelocity(NiPoint3& a_velocity) const override; // 086
319  void SetActionComplete(bool a_set) override; // 087
320  void Disable() override; // 089
321  void ResetInventory(bool a_leveledOnly) override; // 08A
322  void Unk_8B(void) override; // 08B
323  void Unk_8C(void) override; // 08C
324  bool OnAddCellPerformQueueReference(TESObjectCELL& a_cell) const override; // 090
325  void DoMoveToHigh() override; // 091
326  void TryMoveToMiddleLow() override; // 092
327  bool TryChangeSkyCellActorsProcessLevel() override; // 093
328  void Unk_95(void) override; // 095
329  void Unk_96(void) override; // 096
330  void SetParentCell(TESObjectCELL* a_cell) override; // 098
331  bool IsDead(bool a_notEssential = true) const override; // 099
332  void Unk_9C(void) override; // 09C
333  void Unk_9D(void) override; // 09D
334  TESAmmo* GetCurrentAmmo() const override; // 09E
335  void UnequipItem(std::uint64_t a_arg1, TESBoundObject* a_object) override; // 0A1
336 
337  // override (MagicTarget)
338  Actor* GetTargetStatsObject() override; // 002 - { return this; }
339  bool MagicTargetIsActor() const override; // 003 - { return true; }
341 
342  // add
343  virtual void Unk_A2(void); // 0A2
344  virtual void PlayPickUpSound(TESBoundObject* a_object, bool a_pickup, bool a_use); // 0A3
345  virtual float GetHeading(bool a_ignoreRaceSettings) const; // 0A4
346  virtual void SetAvoidanceDisabled(bool a_set); // 0A5 - { return; }
347 #ifdef SKYRIMVR
348  virtual void UnkVR_A7(void); // 0A7
349 #endif
350  virtual void DrawWeaponMagicHands(bool a_draw); // 0A6
351  virtual void Unk_A7(void); // 0A7
352  virtual void Unk_A8(void); // 0A8
353  virtual void SetPosition(const NiPoint3& a_pos, bool a_updateCharController); // 0A9
354  virtual void KillDying(); // 0AA
355  virtual void Resurrect(bool a_resetInventory, bool a_attach3D); // 0AB
356  virtual bool PutActorOnMountQuick(); // 0AC
357  virtual void Update(float a_delta); // 0AD
358  virtual void UpdateNoAI(float a_delta); // 0AE - { return UpdateActor3DPosition(); }
360  virtual void PotentiallyFixRagdollState(); // 0B0
361  virtual void UpdateNonRenderSafe(float a_delta); // 0B1
362  virtual void OnItemEquipped(bool a_playAnim); // 0B2
363  virtual void Unk_B3(void); // 0B3 - { return 1; }
364  virtual void Unk_B4(void); // 0B4
365  virtual void SetCrimeGoldValue(TESFaction* a_faction, bool a_violent, std::uint32_t a_amount); // 0B5
366  virtual void ModCrimeGoldValue(TESFaction* a_faction, bool a_violent, std::int32_t a_amount); // 0B6
367  virtual void RemoveCrimeGoldValue(TESFaction* a_faction, std::int32_t a_amount, bool a_violent); // 0B7
368  virtual std::uint32_t GetCrimeGoldValue(const TESFaction* a_faction) const; // 0B8
369  virtual void GoToPrison(TESFaction* a_faction, bool a_removeInventory, bool a_realJail); // 0B9 - { return; }
370  virtual void ServePrisonTime(); // 0BA - { return; }
371  virtual void PayFine(TESFaction* a_faction, bool a_goToJail, bool a_removeStolenItems); // 0BB - { return; }
372  virtual bool GetCannibal(); // 0BC - { return false; }
373  virtual void SetCannibal(bool a_set); // 0BD - { return; }
374  virtual bool GetVampireFeed(); // 0BE - { return false; }
375  virtual void SetVampireFeed(bool a_set); // 0BF - { return; }
376  virtual void InitiateVampireFeedPackage(Actor* a_target, TESObjectREFR* a_furniture); // 0C0 - { return; }
377  virtual void InitiateCannibalPackage(Actor* a_target); // 0C1 - { return; }
378  virtual void GetEyeVector(NiPoint3& a_origin, NiPoint3& a_direction, bool a_includeCameraOffset); // 0C2
379  virtual void SetRefraction(bool a_enable, float a_refraction); // 0C3
380  virtual void Unk_C4(void); // 0C4 - { return; }
381  virtual void Unk_C5(void); // 0C5 - { return 1; }
382  virtual void Unk_C6(void) = 0; // 0C6
383  virtual float GetAcrobatics() const; // 0C7 - { return 1.0; }
384  virtual void Unk_C8(void); // 0C8
385  virtual void Unk_C9(void); // 0C9
386  virtual void OnArmorActorValueChanged(); // 0CA - { return; }
387  virtual ObjectRefHandle DropObject(const TESBoundObject* a_object, ExtraDataList* a_extraList, std::int32_t a_count, const NiPoint3* a_dropLoc = 0, const NiPoint3* a_rotate = 0); // 0CB
388  virtual void PickUpObject(TESObjectREFR* a_object, std::int32_t a_count, bool a_arg3 = false, bool a_playSound = true); // 0CC
389  virtual void AttachArrow(const BSTSmartPointer<BipedAnim>& a_biped); // 0CD
390  virtual void DetachArrow(const BSTSmartPointer<BipedAnim>& a_biped); // 0CE
391  virtual bool AddShout(TESShout* a_shout); // 0CF
392  virtual void Unk_D0(void); // 0D0 - { return; }
393  virtual void Unk_D1(void); // 0D1
394  virtual std::uint32_t UseAmmo(std::uint32_t a_shotCount); // 0D2
395  virtual bool CalculateCachedOwnerIsInCombatantFaction() const; // 0D3
396  virtual CombatGroup* GetCombatGroup() const; // 0D4
397  virtual void SetCombatGroup(CombatGroup* a_group); // 0D5
398  virtual bool CheckValidTarget(TESObjectREFR& a_target); // 0D6
399  virtual void Unk_D7(void); // 0D7 - { return 0; }
400  virtual void InitiateDialogue(Actor* a_target, PackageLocation* a_loc1, PackageLocation* a_loc2); // 0D8
401  virtual void Unk_D9(void); // 0D9
402  virtual void EndDialogue(); // 0DA
403  virtual Actor* SetUpTalkingActivatorActor(Actor* a_target, Actor*& a_activator); // 0DB
404  virtual void Unk_DC(void); // 0DC - { return; }
405  virtual void InitiateFlee(TESObjectREFR* a_fleeRef, bool a_runOnce, bool a_knows, bool a_combatMode, TESObjectCELL* a_cell, TESObjectREFR* a_ref, float a_fleeFromDist, float a_fleeToDist); // 0DD
406  virtual void InitiateGetUpPackage(); // 0DE
407  virtual void PutCreatedPackage(TESPackage* a_package, bool a_tempPackage, bool a_createdPackage, bool a_allowFromFurniture); // 0DF
408  virtual void UpdateAlpha(); // 0E0
409  virtual void SetAlpha(float a_alpha = 1.0); // 0E1
410  virtual float GetAlpha(); // 0E2
411  virtual bool IsInCombat() const; // 0E3
412  virtual void UpdateCombat(); // 0E4
413  virtual void StopCombat(); // 0E5
414  virtual void Unk_E6(void); // 0E6 - { return 0.0; }
415  virtual void Unk_E7(void); // 0E7 - { return 0.0; }
416  virtual void Unk_E8(void); // 0E8 - { return 0; }
417  virtual void Unk_E9(void); // 0E9 - { return 0; }
418  virtual void Unk_EA(void); // 0EA - { return 0; }
419  virtual void Unk_EB(void); // 0EB
420  virtual void Unk_EC(void); // 0EC
421  virtual void Unk_ED(void); // 0ED
422  virtual void Unk_EE(void); // 0EE
423  virtual void WeaponSwingCallBack(); // 0EF
424  virtual void SetActorStartingPosition(); // 0F0
425  virtual bool MoveToHigh(); // 0F1
426  virtual bool MovetoLow(); // 0F2
427  virtual bool MovetoMiddleLow(); // 0F3
428  virtual void Unk_F4(void); // 0F4
429  virtual bool HasBeenAttacked() const; // 0F5
430  virtual void SetBeenAttacked(bool a_set); // 0F6
431  virtual void UseSkill(ActorValue a_av, float a_points, TESForm* a_advanceObject = nullptr, SKILL_ACTION a_advanceAction = SKILL_ACTION::kNormalUse); // 0F7 - { return; }
432  virtual bool IsAtPoint(const NiPoint3& a_point, float a_radius, bool a_expandRadius, bool a_alwaysTestHeight); // 0F8
433  virtual bool IsInFaction(const TESFaction* faction) const; // 0F9
434  virtual void ForEachPerk(PerkEntryVisitor& a_visitor) const; // 0FA
435  virtual void AddPerk(BGSPerk* a_perk, std::uint32_t a_rank = 0); // 0FB - { return; }
436  virtual void RemovePerk(BGSPerk* a_perk); // 0FC - { return; }
437  virtual void Unk_FD(void); // 0FD - { return; }
438  virtual void Unk_FE(void); // 0FE - { return; }
439  virtual bool HasPerkEntries(EntryPoint a_entryType) const; // 0FF
440  virtual void ForEachPerkEntry(EntryPoint a_entryType, PerkEntryVisitor& a_visitor) const; // 100
441  virtual void ApplyPerksFromBase(); // 101
442  virtual void StartPowerAttackCoolDown(); // 102 - { return; }
443  virtual bool IsPowerAttackCoolingDown() const; // 103 - { return false; }
444  virtual void HandleHealthDamage(Actor* a_attacker, float a_damage); // 104
445  virtual void Unk_105(void); // 105
446  virtual void Unk_106(void); // 106 - { return; }
447  virtual bool QSpeakingDone() const; // 107 - { return ~(unk0E0 >> 5) & 1; }
448  virtual void SetSpeakingDone(bool a_set); // 108
449  virtual void CreateMovementController(); // 109
450  virtual void Unk_10A(void); // 10A - { return unk16C; }
451  virtual void Unk_10B(void); // 10B - { unk16C = a_arg1; }
452  virtual void Unk_10C(void); // 10C - { return unk170; }
453  virtual void Unk_10D(void); // 10D - { unk170 = a_arg1; }
454  virtual void KillImpl(Actor* a_attacker, float a_damage, bool a_sendEvent, bool a_ragdollInstant); // 10E
455  virtual void Unk_10F(void); // 10F
456  virtual bool CheckCast(MagicItem* a_spell, bool a_dualCast, MagicSystem::CannotCastReason* a_reason); // 110
457  virtual void CheckTempModifiers(); // 111 - { return; }
458  virtual std::int32_t GetCurrentShoutLevel(); // 112 - return -1 on error
459  virtual void SetLastRiddenMount(ActorHandle a_mount); // 113 - { return; }
460  virtual ActorHandle QLastRiddenMount() const; // 114 - { return {}; }
461  virtual bool CalculateCachedOwnerIsUndead() const; // 115
462  virtual bool CalculateCachedOwnerIsNPC() const; // 116
463  virtual void Unk_117(void); // 117 - { return; }
464  virtual void Unk_118(void); // 118
465  virtual const BSFixedString& GetResponseString() const; // 119 - { return "ActorResponse"; }
466  virtual void Unk_11A(void); // 11A
467  virtual void UpdateCombatControllerSettings(); // 11B
468  virtual void UpdateFadeSettings(bhkCharacterController* a_controller); // 11C
469  virtual bool ComputeMotionFeedbackSpeedAndDirection(const ActorMotionFeedbackData& a_data, float a_delta, ActorMotionFeedbackOutput& a_output); // 11D
470  virtual bool UpdateFeedbackGraphSpeedAndDirection(const ActorMotionFeedbackOutput& a_output); // 11E
471  virtual void UpdateActor3DPosition(); // 11F
472  virtual void PrecacheData(); // 120
473  virtual void WornArmorChanged(void); // 121
474  virtual void ProcessTracking(float a_delta, NiAVObject* a_obj3D); // 122
475  virtual void Unk_123(void); // 123
476  virtual void CreateActorMover(); // 124
477  virtual void DestroyActorMover(); // 125
478  virtual bool ShouldRespondToActorCollision(const MovementMessageActorCollision& a_msg, const ActorHandlePtr& a_target); // 126
479  virtual float CheckClampDamageModifier(ActorValue a_av, float a_delta); // 127
480 
482  static bool LookupByHandle(RefHandle a_refHandle, NiPointer<Actor>& a_refrOut);
483 
484  bool AddSpell(SpellItem* a_spell);
485  void AllowBleedoutDialogue(bool a_canTalk);
486  void AllowPCDialogue(bool a_talk);
487  bool CanFlyHere() const;
488  bool CanPickpocket() const;
489  bool CanTalkToPlayer() const;
495  void DoReset3D(bool a_updateWeight);
496  void EvaluatePackage(bool a_immediate = false, bool a_resetAI = false);
498  const TESNPC* GetActorBase() const;
504  const TESFaction* GetCrimeFaction() const;
505  InventoryEntryData* GetEquippedEntryData(bool a_leftHand) const;
506  TESForm* GetEquippedObject(bool a_leftHand) const;
507  std::int32_t GetGoldAmount();
510  float GetHeight();
511  std::uint16_t GetLevel() const;
513  TESRace* GetRace() const;
516  [[nodiscard]] TESObjectARMO* GetWornArmor(FormID a_formID);
517  bool HasPerk(BGSPerk* a_perk) const;
518  void InterruptCast(bool a_restoreMagicka) const;
519  bool IsAIEnabled() const;
520  bool IsAMount() const;
521  bool IsAnimationDriven() const;
522  bool IsBeingRidden() const;
523  bool IsCommandedActor() const;
524  bool IsEssential() const;
525  bool IsFactionInCrimeGroup(const TESFaction* a_faction) const;
526  bool IsGhost() const;
527  bool IsGuard() const;
528  bool IsHostileToActor(Actor* a_actor);
529  [[nodiscard]] constexpr bool IsInKillMove() const noexcept { return boolFlags.all(BOOL_FLAGS::kIsInKillMove); }
530  bool IsOnMount() const;
531  bool IsPlayerTeammate() const;
532  bool IsRunning() const;
533  bool IsSneaking() const;
534  [[nodiscard]] bool IsSummoned() const noexcept;
535  bool IsTrespassing() const;
536  void RefreshEquippedActorValueCharge(const RE::TESForm* a_object, const RE::ExtraDataList* a_extraList, bool a_isLeft);
538  bool RemoveSpell(SpellItem* a_spell);
539  std::int32_t RequestDetectionLevel(Actor* a_target, DETECTION_PRIORITY a_priority = DETECTION_PRIORITY::kNormal);
540  void StealAlarm(TESObjectREFR* a_ref, TESForm* a_object, std::int32_t a_num, std::int32_t a_total, TESForm* a_owner, bool a_allowWarning);
541  void SwitchRace(TESRace* a_race, bool a_player);
542  void UpdateArmorAbility(TESForm* a_armor, ExtraDataList* a_extraData);
546  void UpdateWeaponAbility(TESForm* a_weapon, ExtraDataList* a_extraData, bool a_leftHand);
547  bool VisitFactions(std::function<bool(TESFaction* a_faction, std::int8_t a_rank)> a_visitor);
548  bool WouldBeStealing(const TESObjectREFR* a_target) const;
549 
550  // members
551  stl::enumeration<BOOL_BITS, std::uint32_t> boolBits; // 0E0
552  float updateTargetTimer; // 0E4
554  std::uint32_t pad0EC; // 0EC
559  float checkMyDeadBodyTimer; // 104
560  float voiceTimer; // 108
561  float underWaterTimer; // 10C
562  std::int32_t thiefCrimeStamp; // 110
563  std::int32_t actionValue; // 114
564  float timerOnAction; // 118
565  std::uint32_t unk11C; // 11C
567  float editorLocRot; // 12C
572  void* unk150; // 150
573  CombatController* combatController; // 158
576  std::uint32_t unk16C; // 16C
577  std::uint32_t unk170; // 170
578  std::uint32_t unk174; // 174
579  std::uint32_t unk178; // 178
580  std::uint32_t intimidateBribeDayStamp; // 17C
581  std::uint64_t unk180; // 180
586  std::uint32_t unk1E8; // 1E8
587  std::uint32_t pad1EC; // 1EC
588  TESRace* race; // 1F0
589  float equippedWeight; // 1F8
590  stl::enumeration<BOOL_FLAGS, std::uint32_t> boolFlags; // 1FC
597  float lastUpdate; // 258
598  std::uint32_t lastSeenTime; // 25C
600  float armorRating; // 268
601  float armorBaseFactorSum; // 26C
602  std::int8_t soundCallBackSet; // 271
603  std::uint8_t unk271; // 270
604  std::uint8_t unk272; // 272
605  std::uint8_t unk273; // 273
606  std::uint32_t unk274; // 274
607  std::uint64_t unk278; // 278
608  std::uint64_t unk280; // 280
609  WinAPI::CRITICAL_SECTION unk288; // 288 - havok related
610 
611  private:
612  TESFaction* GetCrimeFactionImpl() const;
613  };
614 #if !defined(SKYRIMVR) && !defined(SKYRIMSE_PRE_1_6_629)
615  static_assert(sizeof(Actor) == 0x2B8);
616 #else
617  static_assert(sizeof(Actor) == 0x2B0);
618 #endif
619 }
Definition: AIProcess.h:107
Definition: ActorMagicCaster.h:19
Definition: ActorMover.h:8
Definition: ActorState.h:93
Definition: ActorValueOwner.h:8
Definition: Actor.h:134
bool IsCommandedActor() const
NiPoint3 editorLocCoord
Definition: Actor.h:566
virtual void InitiateCannibalPackage(Actor *a_target)
virtual void PlayPickUpSound(TESBoundObject *a_object, bool a_pickup, bool a_use)
virtual bool GetVampireFeed()
void Unk_9D(void) override
virtual void Unk_C9(void)
ObjectRefHandle GetOccupiedFurniture() const
virtual void PickUpObject(TESObjectREFR *a_object, std::int32_t a_count, bool a_arg3=false, bool a_playSound=true)
WinAPI::CRITICAL_SECTION unk288
Definition: Actor.h:609
MagicItem * selectedSpells[SlotTypes::kTotal]
Definition: Actor.h:584
virtual void ProcessTracking(float a_delta, NiAVObject *a_obj3D)
std::uint8_t unk272
Definition: Actor.h:604
virtual void UpdateNoAI(float a_delta)
NiPoint3 GetBoundMin() const override
BGSAnimationSequencer * GetSequencer(void) const override
virtual void Unk_FD(void)
bool IsChild() const override
Modifiers staminaModifiers
Definition: Actor.h:595
void SaveGame(BGSSaveFormBuffer *a_buf) override
virtual void Unk_118(void)
void Unk_69(void) override
MagicTarget * GetMagicTarget() override
std::int32_t RequestDetectionLevel(Actor *a_target, DETECTION_PRIORITY a_priority=DETECTION_PRIORITY::kNormal)
virtual void Unk_10B(void)
virtual void Unk_E6(void)
BOOL_FLAGS
Definition: Actor.h:193
bool ShouldPerformRevert() const override
void UpdateSoundCallBack(bool a_endSceneAction) override
virtual void Unk_106(void)
virtual ActorHandle QLastRiddenMount() const
static NiPointer< Actor > LookupByHandle(RefHandle a_refHandle)
bool IsEssential() const
NiPoint3 GetLookingAtLocation() const override
ActorHandle GetCommandingActor() const
std::uint32_t unk1E8
Definition: Actor.h:586
virtual bool IsInCombat() const
AITimeStamp calculateVendorFactionTimer
Definition: Actor.h:575
virtual void WeaponSwingCallBack()
virtual void EndDialogue()
virtual bool CalculateCachedOwnerIsInCombatantFaction() const
virtual void Unk_C4(void)
bhkCharacterController * GetCharController() const
TESFaction * GetCrimeFaction()
virtual void SetPosition(const NiPoint3 &a_pos, bool a_updateCharController)
virtual void Unk_C8(void)
void MoveHavok(bool a_forceRec) override
std::int32_t thiefCrimeStamp
Definition: Actor.h:562
ObjectRefHandle RemoveItem(TESBoundObject *a_item, std::int32_t a_count, ITEM_REMOVE_REASON a_reason, ExtraDataList *a_extraList, TESObjectREFR *a_moveToRef, const NiPoint3 *a_dropLoc=0, const NiPoint3 *a_rotate=0) override
virtual void Unk_EB(void)
virtual void SetVampireFeed(bool a_set)
NiAVObject * Load3D(bool a_arg1) override
virtual void Unk_C5(void)
virtual const BSFixedString & GetResponseString() const
bool RemoveSpell(SpellItem *a_spell)
bool OnAddCellPerformQueueReference(TESObjectCELL &a_cell) const override
Modifiers healthModifiers
Definition: Actor.h:593
virtual void Unk_FE(void)
virtual ObjectRefHandle DropObject(const TESBoundObject *a_object, ExtraDataList *a_extraList, std::int32_t a_count, const NiPoint3 *a_dropLoc=0, const NiPoint3 *a_rotate=0)
virtual void OnItemEquipped(bool a_playAnim)
Actor * GetTargetStatsObject() override
MagicCaster * GetMagicCaster(MagicSystem::CastingSource a_source) override
void RemoveExtraArrows3D()
std::int32_t actionValue
Definition: Actor.h:563
virtual void SetCannibal(bool a_set)
NiPoint3 GetStartingAngle() const override
stl::enumeration< ACTOR_CRITICAL_STAGE, std::uint32_t > criticalStage
Definition: Actor.h:553
virtual void Unk_10F(void)
void Revert(BGSLoadFormBuffer *a_buf) override
bool IsTrespassing() const
void AllowPCDialogue(bool a_talk)
void AddObjectToContainer(TESBoundObject *a_object, ExtraDataList *a_extraList, std::int32_t a_count, TESObjectREFR *a_fromRefr) override
virtual void Unk_D1(void)
const TESFaction * GetCrimeFaction() const
virtual void PutCreatedPackage(TESPackage *a_package, bool a_tempPackage, bool a_createdPackage, bool a_allowFromFurniture)
bool ShouldSaveAnimationOnSaving() const override
void InitHavok() override
NiAVObject * GetHeadPartObject(BGSHeadPart::HeadPartType a_type)
virtual bool CheckCast(MagicItem *a_spell, bool a_dualCast, MagicSystem::CannotCastReason *a_reason)
virtual void GetEyeVector(NiPoint3 &a_origin, NiPoint3 &a_direction, bool a_includeCameraOffset)
ActorHandle currentCombatTarget
Definition: Actor.h:557
virtual void StartPowerAttackCoolDown()
void SetDelete(bool a_set) override
BGSDialogueBranch * GetExclusiveBranch() const override
static constexpr auto RTTI
Definition: Actor.h:139
void Unk_8C(void) override
void * unk150
Definition: Actor.h:572
std::uint8_t unk273
Definition: Actor.h:605
bool IsBeingRidden() const
virtual void InitiateGetUpPackage()
void DoMoveToHigh() override
void UnequipItem(std::uint64_t a_arg1, TESBoundObject *a_object) override
void ClearExpressionOverride()
virtual bool IsInFaction(const TESFaction *faction) const
std::uint32_t lastSeenTime
Definition: Actor.h:598
virtual void SetCrimeGoldValue(TESFaction *a_faction, bool a_violent, std::uint32_t a_amount)
void Disable() override
virtual bool ShouldRespondToActorCollision(const MovementMessageActorCollision &a_msg, const ActorHandlePtr &a_target)
virtual void Unk_B4(void)
virtual void Unk_117(void)
TESAmmo * GetCurrentAmmo() const override
std::uint32_t unk178
Definition: Actor.h:579
virtual void Update(float a_delta)
virtual CombatGroup * GetCombatGroup() const
virtual void Unk_123(void)
virtual void Unk_EC(void)
void Unk_67(void) override
std::uint32_t pad1EC
Definition: Actor.h:587
bool UpdateInDialogue(DialogueResponse *a_response, bool a_unused) override
virtual void UpdateCombatControllerSettings()
float armorBaseFactorSum
Definition: Actor.h:601
ActorHandle CreateRefHandle()
bool IsRunning() const
BSTSmartPointer< BipedAnim > biped
Definition: Actor.h:599
ActorHandle myKiller
Definition: Actor.h:558
Modifiers voicePointsModifiers
Definition: Actor.h:596
ObjectRefHandle dialogueItemTarget
Definition: Actor.h:556
TESRace * race
Definition: Actor.h:588
void SetCurrentScene(BGSScene *a_scene) override
virtual void Unk_11A(void)
virtual bool MoveToHigh()
bool MagicTargetIsActor() const override
virtual bool MovetoMiddleLow()
virtual void UseSkill(ActorValue a_av, float a_points, TESForm *a_advanceObject=nullptr, SKILL_ACTION a_advanceAction=SKILL_ACTION::kNormalUse)
virtual void PotentiallyFixRagdollState()
void SwitchRace(TESRace *a_race, bool a_player)
virtual void DetachArrow(const BSTSmartPointer< BipedAnim > &a_biped)
virtual void Unk_B3(void)
ActorMagicCaster * magicCasters[SlotTypes::kTotal]
Definition: Actor.h:583
bool CanFlyHere() const
float lastUpdate
Definition: Actor.h:597
virtual bool MovetoLow()
void SetExclusiveBranch(BGSDialogueBranch *a_branch) override
virtual void Unk_D7(void)
NiPoint3 GetBoundMax() const override
void UpdateWeaponAbility(TESForm *a_weapon, ExtraDataList *a_extraData, bool a_leftHand)
virtual void SetSpeakingDone(bool a_set)
bool IsHostileToActor(Actor *a_actor)
virtual void DrawWeaponMagicHands(bool a_draw)
const InventoryEntryData * GetAttackingWeapon() const
virtual void ForEachPerk(PerkEntryVisitor &a_visitor) const
bool IsAIEnabled() const
void UpdateHairColor()
void Set3D(NiAVObject *a_object, bool a_queue3DTasks=true) override
virtual void Unk_DC(void)
BOOL_BITS
Definition: Actor.h:156
BGSDialogueBranch * exclusiveBranch
Definition: Actor.h:592
void UpdateSkinColor()
virtual void Unk_EA(void)
virtual void CheckTempModifiers()
void Unk_82(void) override
virtual void Unk_C6(void)=0
virtual void ForEachPerkEntry(EntryPoint a_entryType, PerkEntryVisitor &a_visitor) const
TESForm * GetEquippedObject(bool a_leftHand) const
void DoReset3D(bool a_updateWeight)
virtual bool QSpeakingDone() const
void Unk_68(void) override
void Unk_78(void) override
bool IsOnMount() const
void Unk_95(void) override
virtual void KillDying()
virtual void PayFine(TESFaction *a_faction, bool a_goToJail, bool a_removeStolenItems)
virtual void Unk_105(void)
void DoTrap2(TrapEntry *a_trap, TargetEntry *a_target) override
void Predestroy() override
virtual void Unk_E8(void)
bool AddWornItem(TESBoundObject *a_item, std::int32_t a_count, bool a_forceEquip, std::uint32_t a_arg4, std::uint32_t a_arg5) override
void Unk_75(void) override
virtual void SetActorStartingPosition()
void UpdateArmorAbility(TESForm *a_armor, ExtraDataList *a_extraData)
Modifiers magickaModifiers
Definition: Actor.h:594
bool IsGuard() const
virtual void UpdateCharacterControllerSimulationSettings(bhkCharacterController &a_controller)
std::uint64_t unk278
Definition: Actor.h:607
virtual void SetLastRiddenMount(ActorHandle a_mount)
static constexpr auto FORMTYPE
Definition: Actor.h:140
void Update3DPosition(bool a_warp) override
bool AddSpell(SpellItem *a_spell)
virtual void WornArmorChanged(void)
ActorValueStorage avStorage
Definition: Actor.h:591
bool IsDead(bool a_notEssential=true) const override
std::uint32_t unk170
Definition: Actor.h:577
void SetParentCell(TESObjectCELL *a_cell) override
virtual Actor * SetUpTalkingActivatorActor(Actor *a_target, Actor *&a_activator)
virtual bool HasPerkEntries(EntryPoint a_entryType) const
stl::enumeration< BOOL_BITS, std::uint32_t > boolBits
Definition: Actor.h:551
void SetActionComplete(bool a_set) override
virtual void Unk_EE(void)
virtual std::uint32_t UseAmmo(std::uint32_t a_shotCount)
TESObjectARMO * GetSkin(BGSBipedObjectForm::BipedObjectSlot a_slot)
virtual void GoToPrison(TESFaction *a_faction, bool a_removeInventory, bool a_realJail)
virtual void Unk_ED(void)
bool IsAMount() const
void UpdateAnimation(float a_delta) override
float voiceTimer
Definition: Actor.h:560
virtual void HandleHealthDamage(Actor *a_attacker, float a_damage)
virtual void RemoveCrimeGoldValue(TESFaction *a_faction, std::int32_t a_amount, bool a_violent)
TESFaction * vendorFaction
Definition: Actor.h:574
virtual void UpdateAlpha()
bool CanTalkToPlayer() const
void AllowBleedoutDialogue(bool a_canTalk)
void ClearArrested()
void ForceEditorLocation(BGSLocation *a_location) override
void Unk_9C(void) override
~Actor() override
void DoTrap1(TrapData &a_data) override
virtual void Unk_10C(void)
std::uint32_t unk174
Definition: Actor.h:578
float armorRating
Definition: Actor.h:600
virtual void AttachArrow(const BSTSmartPointer< BipedAnim > &a_biped)
virtual bool GetCannibal()
virtual float CheckClampDamageModifier(ActorValue a_av, float a_delta)
constexpr bool IsInKillMove() const noexcept
Definition: Actor.h:529
virtual bool PutActorOnMountQuick()
BSFaceGenAnimationData * GetFaceGenAnimationData() override
virtual void CreateMovementController()
virtual void KillImpl(Actor *a_attacker, float a_damage, bool a_sendEvent, bool a_ragdollInstant)
virtual bool CalculateCachedOwnerIsNPC() const
bool IsSneaking() const
ActorHandle GetHandle()
virtual void ModCrimeGoldValue(TESFaction *a_faction, bool a_violent, std::int32_t a_amount)
BSSimpleList< ActiveEffect * > * GetActiveEffectList() override
virtual void Unk_D9(void)
void Unk_96(void) override
virtual void SetAlpha(float a_alpha=1.0)
void StealAlarm(TESObjectREFR *a_ref, TESForm *a_object, std::int32_t a_num, std::int32_t a_total, TESForm *a_owner, bool a_allowWarning)
virtual void Unk_10D(void)
bool CanPickpocket() const
std::uint8_t unk271
Definition: Actor.h:603
float underWaterTimer
Definition: Actor.h:561
virtual void Unk_A8(void)
bool IsAnimationDriven() const
void ClearExtraArrows()
Definition: Actor.h:492
virtual void ApplyPerksFromBase()
InventoryEntryData * GetEquippedEntryData(bool a_leftHand) const
bool IsSummoned() const noexcept
virtual bool CheckValidTarget(TESObjectREFR &a_target)
virtual void ServePrisonTime()
void LoadGame(BGSLoadFormBuffer *a_buf) override
BSTSmallArray< SpellItem * > addedSpells
Definition: Actor.h:582
std::uint32_t intimidateBribeDayStamp
Definition: Actor.h:580
virtual bool IsPowerAttackCoolingDown() const
std::int8_t soundCallBackSet
Definition: Actor.h:602
virtual bool IsAtPoint(const NiPoint3 &a_point, float a_radius, bool a_expandRadius, bool a_alwaysTestHeight)
AIProcess * currentProcess
Definition: Actor.h:555
bool HasKeywordHelper(const BGSKeyword *a_keyword) const override
TESForm * selectedPower
Definition: Actor.h:585
void TryMoveToMiddleLow() override
std::uint32_t unk274
Definition: Actor.h:606
BGSLocation * GetEditorLocation1() const override
virtual void Resurrect(bool a_resetInventory, bool a_attach3D)
BGSScene * GetCurrentScene() const override
virtual void SetRefraction(bool a_enable, float a_refraction)
virtual void RemovePerk(BGSPerk *a_perk)
TESObjectARMO * GetWornArmor(FormID a_formID)
CombatController * combatController
Definition: Actor.h:573
bool PopulateGraphProjectsToLoad(void) const override
bool DetachHavok(NiAVObject *a_obj3D) override
ActorMover * actorMover
Definition: Actor.h:570
virtual void Unk_E7(void)
void Unk_8B(void) override
BGSLocation * editorLocation
Definition: Actor.h:569
void FinishLoadGame(BGSLoadFormBuffer *a_buf) override
void ResetInventory(bool a_leveledOnly) override
virtual void UpdateCombat()
virtual void CreateActorMover()
NiPoint3 GetStartingLocation() const override
virtual void Unk_F4(void)
virtual void InitiateVampireFeedPackage(Actor *a_target, TESObjectREFR *a_furniture)
virtual bool AddShout(TESShout *a_shout)
virtual bool UpdateFeedbackGraphSpeedAndDirection(const ActorMotionFeedbackOutput &a_output)
std::uint32_t pad0EC
Definition: Actor.h:554
void GetLinearVelocity(NiPoint3 &a_velocity) const override
virtual void StopCombat()
float GetHeight()
void InitLoadGame(BGSLoadFormBuffer *a_buf) override
float equippedWeight
Definition: Actor.h:589
virtual bool ComputeMotionFeedbackSpeedAndDirection(const ActorMotionFeedbackData &a_data, float a_delta, ActorMotionFeedbackOutput &a_output)
virtual float GetAlpha()
void InterruptCast(bool a_restoreMagicka) const
virtual void Unk_E9(void)
TESPackage * CheckForCurrentAliasPackage() override
virtual void DestroyActorMover()
float editorLocRot
Definition: Actor.h:567
void InitItemImpl() override
virtual void Unk_D0(void)
TESRace * GetRace() const
virtual bool CalculateCachedOwnerIsUndead() const
virtual void Unk_10A(void)
virtual float GetHeading(bool a_ignoreRaceSettings) const
virtual void SetCombatGroup(CombatGroup *a_group)
virtual void InitiateFlee(TESObjectREFR *a_fleeRef, bool a_runOnce, bool a_knows, bool a_combatMode, TESObjectCELL *a_cell, TESObjectREFR *a_ref, float a_fleeFromDist, float a_fleeToDist)
bool IsFactionInCrimeGroup(const TESFaction *a_faction) const
bool GetEditorLocation2(NiPoint3 &a_outPos, NiPoint3 &a_outRot, TESForm *&a_outWorldOrCell, TESObjectCELL *a_fallback) override
void ModifyAnimationUpdateData(BSAnimationUpdateData &a_data) override
BSTSmartPointer< MovementControllerNPC > movementController
Definition: Actor.h:571
virtual void SetBeenAttacked(bool a_set)
bool WouldBeStealing(const TESObjectREFR *a_target) const
void SetObjectReference(TESBoundObject *a_object) override
bool IsPlayerTeammate() const
static bool LookupByHandle(RefHandle a_refHandle, NiPointer< Actor > &a_refrOut)
virtual void UpdateFadeSettings(bhkCharacterController *a_controller)
virtual void UpdateNonRenderSafe(float a_delta)
std::uint64_t unk280
Definition: Actor.h:608
TESObjectARMO * GetWornArmor(BGSBipedObjectForm::BipedObjectSlot a_slot)
virtual void AddPerk(BGSPerk *a_perk, std::uint32_t a_rank=0)
void PauseCurrentDialogue(void) override
virtual bool HasBeenAttacked() const
float updateTargetTimer
Definition: Actor.h:552
float checkMyDeadBodyTimer
Definition: Actor.h:559
const TESNPC * GetActorBase() const
virtual std::uint32_t GetCrimeGoldValue(const TESFaction *a_faction) const
virtual void UpdateActor3DPosition()
void Update3DModel()
bool ShouldSaveAnimationOnUnloading() const override
void EvaluatePackage(bool a_immediate=false, bool a_resetAI=false)
virtual void OnArmorActorValueChanged()
virtual void Unk_A2(void)
TESNPC * GetActorBase()
void RefreshEquippedActorValueCharge(const RE::TESForm *a_object, const RE::ExtraDataList *a_extraList, bool a_isLeft)
bool TryChangeSkyCellActorsProcessLevel() override
std::int32_t GetGoldAmount()
std::uint16_t GetLevel() const
virtual void SetAvoidanceDisabled(bool a_set)
std::uint32_t unk16C
Definition: Actor.h:576
void DispelWornItemEnchantments()
bool VisitFactions(std::function< bool(TESFaction *a_faction, std::int8_t a_rank)> a_visitor)
std::uint64_t unk180
Definition: Actor.h:581
bool SetDialogueWithPlayer(bool a_flag, bool a_forceGreet, TESTopicInfo *a_topic) override
std::uint32_t unk11C
Definition: Actor.h:565
virtual std::int32_t GetCurrentShoutLevel()
InventoryEntryData * GetAttackingWeapon()
bool IsGhost() const
float timerOnAction
Definition: Actor.h:564
virtual void Unk_A7(void)
TESForm * editorLocForm
Definition: Actor.h:568
bool HasPerk(BGSPerk *a_perk) const
virtual void PrecacheData()
stl::enumeration< BOOL_FLAGS, std::uint32_t > boolFlags
Definition: Actor.h:590
virtual void InitiateDialogue(Actor *a_target, PackageLocation *a_loc1, PackageLocation *a_loc2)
virtual float GetAcrobatics() const
Definition: BGSAnimationSequencer.h:11
Definition: BGSDialogueBranch.h:10
HeadPartType
Definition: BGSHeadPart.h:33
Definition: BGSKeyword.h:10
Definition: BGSLocation.h:68
BGSEntryPoint::ENTRY_POINT EntryPoint
Definition: BGSPerkEntry.h:24
Definition: BGSPerk.h:31
Definition: BGSScene.h:32
Definition: BSFaceGenAnimationData.h:11
Definition: BSPointerHandleSmartPointer.h:10
Definition: BSSimpleList.h:10
Definition: BSTArray.h:377
Definition: BSTEvent.h:146
Definition: BSTSmartPointer.h:37
Definition: BipedAnim.h:40
Definition: DialogueItem.h:21
Definition: ExtraDataList.h:50
Definition: IPostAnimationChannelUpdateFunctor.h:6
Definition: InventoryEntryData.h:14
Definition: MagicCaster.h:14
Definition: MagicItem.h:27
Definition: MagicTarget.h:22
Definition: MovementControllerNPC.h:21
Definition: NiAVObject.h:45
Definition: NiPoint3.h:6
Definition: NiSmartPointer.h:9
Definition: PackageLocation.h:11
Definition: PerkEntryVisitor.h:8
Definition: SpellItem.h:16
Definition: TESAmmo.h:50
Definition: TESBoundObject.h:24
Definition: TESFaction.h:120
Definition: TESForm.h:34
Definition: TESNPC.h:36
Definition: TESObjectARMO.h:37
Definition: TESObjectCELL.h:102
Definition: TESObjectREFR.h:105
Definition: TESPackage.h:248
Definition: TESRace.h:146
Definition: TESShout.h:18
Definition: TESTopicInfo.h:42
Definition: bhkCharacterController.h:66
const_pointer data() const noexcept
Definition: BSFixedString.h:56
constexpr bool all(Args... a_args) const noexcept requires(std
Definition: PCH.h:329
CannotCastReason
Definition: MagicSystem.h:8
CastingSource
Definition: MagicSystem.h:21
Definition: AbsorbEffect.h:6
NiSmartPointer(Actor)
SKILL_ACTION
Definition: Actor.h:48
ActorValue
Definition: ActorValues.h:6
DETECTION_PRIORITY
Definition: DetectionPriorities.h:6
std::uint32_t FormID
Definition: BSCoreTypes.h:5
constexpr REL::ID RTTI_Actor
Definition: Offsets_RTTI.h:22
ITEM_REMOVE_REASON
Definition: TESObjectREFR.h:56
ACTOR_CRITICAL_STAGE
Definition: Actor.h:57
std::uint32_t RefHandle
Definition: BSCoreTypes.h:6
Definition: WinAPI.h:4
Definition: PCH.h:73
enumeration(Args...) -> enumeration< std::common_type_t< Args... >, std::underlying_type_t< std::common_type_t< Args... >>>
Definition: NiBinaryStream.h:94
@ kTotal
Definition: ActorValues.h:184
Definition: AITimeStamp.h:6
Definition: Actor.h:80
const T * operator[](ActorValue a_actorValue) const
Definition: Actor.h:87
T * operator[](ActorValue a_actorValue)
Definition: Actor.h:82
BSFixedString actorValues
Definition: Actor.h:93
T * entries
Definition: Actor.h:94
Definition: Actor.h:76
LocalMap< float > baseValues
Definition: Actor.h:116
LocalMap< Modifiers > modifiers
Definition: Actor.h:120
Definition: Actor.h:230
ChangeFlag
Definition: Actor.h:232
@ kLifeState
Definition: Actor.h:233
@ kMerchantContainer
Definition: Actor.h:235
@ kDismemberedLimbs
Definition: Actor.h:236
@ kOverrideModifiers
Definition: Actor.h:241
@ kPackageExtraData
Definition: Actor.h:234
@ kDispModifiers
Definition: Actor.h:238
@ kPermanentModifiers
Definition: Actor.h:242
@ kLeveledActor
Definition: Actor.h:237
@ kTempModifiers
Definition: Actor.h:239
@ kDamageModifiers
Definition: Actor.h:240
Definition: Actor.h:247
RecordFlag
Definition: Actor.h:249
@ kInitiallyDisabled
Definition: Actor.h:253
@ kPersistent
Definition: Actor.h:252
@ kNoAIAcquire
Definition: Actor.h:255
@ kIgnored
Definition: Actor.h:254
@ kDontHavokSettle
Definition: Actor.h:256
@ kStartsDead
Definition: Actor.h:251
@ kDeleted
Definition: Actor.h:250
Definition: Actor.h:143
@ kLeftHand
Definition: Actor.h:146
@ kPowerOrShout
Definition: Actor.h:149
@ kUnknown
Definition: Actor.h:148
@ kTotal
Definition: Actor.h:151
@ kRightHand
Definition: Actor.h:147
ENTRY_POINT
Definition: BGSEntryPoint.h:14
BipedObjectSlot
Definition: BGSBipedObjectForm.h:11
Definition: Actor.h:68
float modifiers[ACTOR_VALUE_MODIFIERS::kTotal]
Definition: Actor.h:71