28 class ActorMagicCaster;
31 class bhkCharacterController;
32 class bhkCharacterMoveFinishEvent;
34 class BSTransformDeltaEvent;
35 class CombatController;
38 class InventoryEntryData;
39 class MovementControllerNPC;
40 class MovementMessageActorCollision;
42 class PackageLocation;
43 class PerkEntryVisitor;
44 struct ActorMotionFeedbackData;
45 struct ActorMotionFeedbackOutput;
84 return GetAt(
static_cast<char>(a_actorValue));
89 return GetAt(
static_cast<char>(a_actorValue));
97 [[nodiscard]] T* GetAt(
char a_actorValue)
const
101 std::uint32_t idx = 0;
102 while (akVals[idx] !=
'\0') {
103 if (akVals[idx] == a_actorValue) {
109 if (akVals[idx] !=
'\0') {
110 return std::addressof(
entries[idx]);
116 static_assert(
sizeof(LocalMap<float>) == 0x10);
267 void Revert(BGSLoadFormBuffer* a_buf)
override;
291 void DoTrap2(TrapEntry* a_trap, TargetEntry* a_target)
override;
331 bool IsDead(
bool a_notEssential =
true)
const override;
348 virtual void UnkVR_A7(
void);
355 virtual void Resurrect(
bool a_resetInventory,
bool a_attach3D);
394 virtual std::uint32_t
UseAmmo(std::uint32_t a_shotCount);
432 virtual bool IsAtPoint(
const NiPoint3& a_point,
float a_radius,
bool a_expandRadius,
bool a_alwaysTestHeight);
454 virtual void KillImpl(
Actor* a_attacker,
float a_damage,
bool a_sendEvent,
bool a_ragdollInstant);
614 #if !defined(SKYRIMVR) && !defined(SKYRIMSE_PRE_1_6_629)
615 static_assert(
sizeof(
Actor) == 0x2B8);
617 static_assert(
sizeof(
Actor) == 0x2B0);
Definition: AIProcess.h:107
Definition: ActorMagicCaster.h:19
Definition: ActorMover.h:8
Definition: ActorState.h:93
Definition: ActorValueOwner.h:8
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
@ kSceneHeadTrackRotation
@ kDoNotShowOnStealthMeter
@ kForceOneAnimgraphUpdate
@ kAllowInstantFurniturePopInPlayerCell
@ kCheckAddEffectDualCast
@ kCanSpeakToEssentialDown
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)
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)
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()
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
float lastUpdate
Definition: Actor.h:597
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
void Set3D(NiAVObject *a_object, bool a_queue3DTasks=true) override
virtual void Unk_DC(void)
BOOL_BITS
Definition: Actor.h:156
@ kForceUpdateQuestTarget
@ kIgnoreChangeAnimationCall
BGSDialogueBranch * exclusiveBranch
Definition: Actor.h:592
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
void Unk_95(void) override
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
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)
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 ForceEditorLocation(BGSLocation *a_location) override
void Unk_9C(void) 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
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()
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)
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()
bool ShouldSaveAnimationOnUnloading() const override
void EvaluatePackage(bool a_immediate=false, bool a_resetAI=false)
virtual void OnArmorActorValueChanged()
virtual void Unk_A2(void)
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()
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: 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: 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: NiSmartPointer.h:9
Definition: PackageLocation.h:11
Definition: PerkEntryVisitor.h:8
Definition: SpellItem.h:16
Definition: TESBoundObject.h:24
Definition: TESFaction.h:120
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
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
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
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
LocalMap< float > baseValues
Definition: Actor.h:116
LocalMap< Modifiers > modifiers
Definition: Actor.h:120
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
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
@ 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
float modifiers[ACTOR_VALUE_MODIFIERS::kTotal]
Definition: Actor.h:71