16 class bhkCollisionObject;
17 class bhkSimpleShapePhantom;
18 class CombatController;
109 void Revert(BGSLoadFormBuffer* a_buf)
override;
215 #if !defined(SKYRIMVR) && !defined(SKYRIMSE_PRE_1_6_629)
Definition: ActorCause.h:9
Definition: AlchemyItem.h:24
Definition: BGSExplosion.h:53
Definition: BGSKeyword.h:10
Definition: BGSMaterialType.h:11
Definition: BGSProjectile.h:79
Definition: BSSimpleList.h:10
Definition: BSAtomic.h:49
Definition: EffectSetting.h:24
Definition: EnchantmentItem.h:10
Definition: InventoryEntryData.h:14
Definition: MagicCaster.h:14
Definition: MagicItem.h:27
Definition: NiAVObject.h:45
Definition: NiSmartPointer.h:9
Definition: Projectile.h:35
NiPoint3 unk14
Definition: Projectile.h:48
static constexpr auto RTTI
Definition: Projectile.h:37
TESObjectWEAP * sourceWeapon
Definition: Projectile.h:52
MagicItem * spell
Definition: Projectile.h:60
virtual ~LaunchData()=default
bool unk9E
Definition: Projectile.h:70
TESObjectREFR * desiredTarget
Definition: Projectile.h:57
TESAmmo * sourceAmmo
Definition: Projectile.h:53
NiPoint3 origin
Definition: Projectile.h:47
EnchantmentItem * enchantment
Definition: Projectile.h:63
std::uint64_t unk50
Definition: Projectile.h:56
std::uint32_t pad7C
Definition: Projectile.h:62
std::uint8_t padA3
Definition: Projectile.h:75
std::int32_t area
Definition: Projectile.h:65
bool useOrigin
Definition: Projectile.h:72
std::uint32_t padA4
Definition: Projectile.h:76
bool unkA2
Definition: Projectile.h:74
float power
Definition: Projectile.h:66
bool unkA1
Definition: Projectile.h:73
TESObjectREFR * shooter
Definition: Projectile.h:50
float scale
Definition: Projectile.h:67
MagicSystem::CastingSource castingSource
Definition: Projectile.h:61
float pitch
Definition: Projectile.h:55
CombatController * combatController
Definition: Projectile.h:51
BGSProjectile * projectile
Definition: Projectile.h:49
bool unk9D
Definition: Projectile.h:69
bool unk9F
Definition: Projectile.h:71
float heading
Definition: Projectile.h:54
TESObjectCELL * parentCell
Definition: Projectile.h:59
bool unk9C
Definition: Projectile.h:68
std::uint64_t unk60
Definition: Projectile.h:58
AlchemyItem * poison
Definition: Projectile.h:64
Definition: Projectile.h:23
NiPointer< ActorCause > actorCause
Definition: Projectile.h:184
BGSExplosion * explosion
Definition: Projectile.h:191
virtual void Unk_BF(void)
float unk19C
Definition: Projectile.h:204
virtual void Handle3DLoaded()
Flags
Definition: Projectile.h:28
NiAVObject * Load3D(bool a_backgroundLoading) override
virtual void Unk_A9(void)
ObjectRefHandle shooter
Definition: Projectile.h:185
void InitLoadGame(BGSLoadFormBuffer *a_buf) override
Projectile * AsProjectile() override
float unk198
Definition: Projectile.h:203
bool GetAllowPromoteToPersistent() const override
void * unk108
Definition: Projectile.h:182
std::uint64_t unk0B0
Definition: Projectile.h:167
NiPointer< QueuedFile > projectileDBFiles
Definition: Projectile.h:196
void * unk110
Definition: Projectile.h:183
std::uint64_t unk1D0
Definition: Projectile.h:213
ObjectRefHandle desiredTarget
Definition: Projectile.h:186
virtual void Unk_BD(void)
virtual void Unk_A4(void)
virtual void Unk_B2(void)
std::uint64_t unk1A8
Definition: Projectile.h:206
std::uint64_t unk1A0
Definition: Projectile.h:205
EffectSetting * avEffect
Definition: Projectile.h:195
void MoveHavok(bool a_forceRec) override
stl::enumeration< Flags, std::uint32_t > flags
Definition: Projectile.h:212
std::uint32_t * unk140
Definition: Projectile.h:189
float range
Definition: Projectile.h:201
void LoadGame(BGSLoadFormBuffer *a_buf) override
virtual void Unk_A7(void)
float unk0A8
Definition: Projectile.h:165
virtual void Unk_B5(void)
virtual bool IsNotGeneratedForm() const
static BSPointerHandle< Projectile > Launch(const LaunchData &a_data)
virtual void Unk_B3(void)
virtual void Unk_B9(void)
float distanceMoved
Definition: Projectile.h:209
std::uint64_t unk0C0
Definition: Projectile.h:170
std::uint64_t unk180
Definition: Projectile.h:198
void FinishLoadGame(BGSLoadFormBuffer *a_buf) override
float unk0FC
Definition: Projectile.h:179
float unk0BC
Definition: Projectile.h:169
ActorCause * GetActorCause() const override
float unk0B8
Definition: Projectile.h:168
bool Load(TESFile *a_mod) override
float unk18C
Definition: Projectile.h:200
void Set3D(NiAVObject *a_object, bool a_queue3DTasks=true) override
virtual void Unk_AC(void)
virtual void Unk_BB(void)
void Unk_8B(void) override
float unk104
Definition: Projectile.h:181
virtual void Unk_BE(void)
std::uint32_t pad164
Definition: Projectile.h:194
float unk0D8
Definition: Projectile.h:174
std::uint32_t unk194
Definition: Projectile.h:202
static constexpr auto RTTI
Definition: Projectile.h:25
BSSoundHandle sndCountdown
Definition: Projectile.h:188
std::uint64_t unk178
Definition: Projectile.h:197
BSSimpleList< ImpactData * > impacts
Definition: Projectile.h:164
float unk0C8
Definition: Projectile.h:171
virtual void Unk_AD(void)
void SaveGame(BGSSaveFormBuffer *a_buf) override
NiPoint3 unk0F0
Definition: Projectile.h:178
float unk100
Definition: Projectile.h:180
BSSpinLock unk0E8
Definition: Projectile.h:177
virtual void Unk_AF(void)
virtual void Unk_AA(void)
bool OnAddCellPerformQueueReference(TESObjectCELL &a_cell) const override
bhkSimpleShapePhantom * unk0E0
Definition: Projectile.h:176
virtual void Unk_A6(void)
virtual void Unk_AE(void)
virtual void Unk_BC(void)
InventoryEntryData * unk148
Definition: Projectile.h:190
MagicSystem::CastingSource castingSource
Definition: Projectile.h:193
void SetActorCause(ActorCause *a_cause) override
float unk0CC
Definition: Projectile.h:172
MagicCaster * GetMagicCaster(MagicSystem::CastingSource a_source) override
void InitHavok() override
bool DetachHavok(NiAVObject *a_obj3D) override
BSSoundHandle sndHandle
Definition: Projectile.h:187
virtual void Unk_B7(void)
bool HasKeywordHelper(const BGSKeyword *a_keyword) const override
TESAmmo * ammoSource
Definition: Projectile.h:208
void GetLinearVelocity(NiPoint3 &a_velocity) const override
virtual void Unk_A2(void)
virtual void Unk_C1(void)
std::uint64_t unk0D0
Definition: Projectile.h:173
virtual void Unk_B1(void)
virtual void Unk_A8(void)
float unk0DC
Definition: Projectile.h:175
virtual void Unk_B8(void)
void Revert(BGSLoadFormBuffer *a_buf) override
virtual void Unk_A3(void)
std::uint32_t unk1C4
Definition: Projectile.h:210
virtual void Unk_B0(void)
virtual void UpdateImpl(float a_delta)=0
TESObjectWEAP * weaponSource
Definition: Projectile.h:207
virtual void Unk_A5(void)
float scale
Definition: Projectile.h:211
virtual void Unk_B6(void)
MagicItem * spell
Definition: Projectile.h:192
float power
Definition: Projectile.h:199
virtual void Unk_BA(void)
float unk0AC
Definition: Projectile.h:166
Definition: TESObjectCELL.h:102
Definition: TESObjectREFR.h:105
Definition: TESObjectWEAP.h:73
CastingSource
Definition: MagicSystem.h:21
Definition: AbsorbEffect.h:6
constexpr REL::ID RTTI_Projectile__LaunchData
Definition: Offsets_RTTI.h:5735
constexpr REL::ID RTTI_Projectile
Definition: Offsets_RTTI.h:5733
ImpactResult
Definition: ImpactResults.h:6
COL_LAYER
Definition: CollisionLayers.h:6
Definition: BSSoundHandle.h:10
Definition: Projectile.h:81
std::uint16_t pad4A
Definition: Projectile.h:96
std::uint32_t unk44
Definition: Projectile.h:93
std::uint32_t pad1C
Definition: Projectile.h:86
NiPointer< bhkCollisionObject > colObj
Definition: Projectile.h:87
ImpactResult impactResult
Definition: Projectile.h:92
NiPoint3 direction
Definition: Projectile.h:84
std::uint8_t unk49
Definition: Projectile.h:95
ObjectRefHandle collidee
Definition: Projectile.h:85
std::uint8_t unk48
Definition: Projectile.h:94
BGSMaterialType * materialType
Definition: Projectile.h:88
std::uint64_t unk38
Definition: Projectile.h:91
NiPoint3 targetPosition
Definition: Projectile.h:83
std::int32_t damageNodeIndex
Definition: Projectile.h:89
COL_LAYER collisionLayer
Definition: Projectile.h:90
std::uint32_t pad4C
Definition: Projectile.h:97