CommonLibSSE (Parapets fork)
ReferenceEffectController.h
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1 #pragma once
2 
3 #include "RE/M/MemoryManager.h"
4 
5 namespace RE
6 {
7  class BGSArtObject;
8  class BGSLoadGameBuffer;
9  class BGSSaveGameBuffer;
10  class NiAVObject;
11  class NiPoint3;
12  class ReferenceEffect;
13  class TESEffectShader;
14  class TESObjectREFR;
15 
17  {
18  public:
19  inline static constexpr auto RTTI = RTTI_ReferenceEffectController;
20 
21  virtual ~ReferenceEffectController() = default; // 00
22 
23  // add
24  virtual void Unk_01(void); // 01 - { return; }
25  virtual float Unk_02(void); // 02 - { return 0.0; }
26  virtual float Unk_03(void); // 03 - { return 1.0; }
27  virtual void Unk_04(void); // 04 - { return; }
28  virtual const NiPoint3& GetSourcePosition(); // 05 - { return NiPoint3(); }
29  virtual bool GetUseSourcePosition(); // 06 - { return true; }
30  virtual bool GetNoInitialFlare(); // 07 - { return false; }
31  virtual bool GetEffectPersists(); // 08 - { return true; }
32  virtual bool GetGoryVisuals(); // 09 - { return false; }
33  virtual void RemoveHitEffect(ReferenceEffect* a_refEffect); // 0A - { return; }
34  virtual TESObjectREFR* GetTargetReference() = 0; // 0B
35  virtual BGSArtObject* GetHitEffectArt() = 0; // 0C
36  virtual TESEffectShader* GetHitEffectShader() = 0; // 0D
37  virtual bool GetManagerHandlesSaveLoad() = 0; // 0E
38  virtual NiAVObject* GetAttachRoot(); // 0F - { auto ref = GetTargetReference(); return ref ? ref->Get3D() : 0; }
39  virtual float GetParticleAttachExtent(); // 10 - { return 0.0; }
40  virtual bool GetUseParticleAttachExtent(); // 11 - { return false; }
41  virtual bool GetDoParticles(); // 12 - { return true; }
42  virtual bool GetParticlesUseLocalSpace(); // 13 - { return false; }
43  virtual bool GetUseRootWorldRotate(); // 14 - { return false; }
44  virtual bool GetIsRootActor(); // 15 - { auto ref = GetTargetReference(); return ref ? ref->formType = FormType::ActorCharacter : false; }
45  virtual bool GetClearWhenCellIsUnloaded(); // 16 - { return false; }
46  virtual bool EffectShouldFaceTarget(); // 17 - { return false; }
47  virtual TESObjectREFR* GetFacingTarget(); // 18 - { return 0; }
48  virtual bool GetShaderUseParentCell(); // 19 - { return true; }
49  virtual bool EffectAttachesToCamera(); // 1A - { return false; }
50  virtual bool EffectRotatesWithCamera(); // 1B - { return false; }
51  virtual bool GetAllowTargetRoot(); // 1C - { return true; }
52  virtual bool IsReadyForAttach(); // 1D - { return true; }
53  virtual void SetWindPoint(const NiPoint3& a_point); // 1E - { return; }
54  virtual const NiPoint3& GetWindPoint(); // 1F - { return NiPoint3(); }
55  virtual bool GetAllowNo3D(); // 20 - { return false; }
56  virtual void SaveGame(BGSSaveGameBuffer* a_buf); // 21 - { return; }
57  virtual void LoadGame(BGSLoadGameBuffer* a_buf); // 22 - { return; }
58 
59  void Start(ReferenceEffect** a_effectOut = nullptr);
60  void Stop();
61 
63  };
64  static_assert(sizeof(ReferenceEffectController) == 0x8);
65 }
Definition: BGSArtObject.h:12
Definition: NiAVObject.h:45
Definition: NiPoint3.h:6
Definition: ReferenceEffectController.h:17
virtual bool GetUseRootWorldRotate()
virtual bool EffectShouldFaceTarget()
virtual bool GetParticlesUseLocalSpace()
virtual const NiPoint3 & GetWindPoint()
virtual BGSArtObject * GetHitEffectArt()=0
virtual bool GetAllowTargetRoot()
virtual void RemoveHitEffect(ReferenceEffect *a_refEffect)
virtual TESObjectREFR * GetTargetReference()=0
virtual bool EffectAttachesToCamera()
virtual bool GetNoInitialFlare()
virtual ~ReferenceEffectController()=default
void Start(ReferenceEffect **a_effectOut=nullptr)
virtual float Unk_03(void)
virtual void SaveGame(BGSSaveGameBuffer *a_buf)
virtual TESObjectREFR * GetFacingTarget()
virtual bool GetShaderUseParentCell()
virtual bool GetUseParticleAttachExtent()
virtual float Unk_02(void)
virtual bool GetUseSourcePosition()
virtual bool GetEffectPersists()
virtual bool EffectRotatesWithCamera()
virtual bool GetClearWhenCellIsUnloaded()
virtual void LoadGame(BGSLoadGameBuffer *a_buf)
virtual void Unk_04(void)
virtual TESEffectShader * GetHitEffectShader()=0
virtual void Unk_01(void)
virtual void SetWindPoint(const NiPoint3 &a_point)
virtual NiAVObject * GetAttachRoot()
static constexpr auto RTTI
Definition: ReferenceEffectController.h:19
virtual const NiPoint3 & GetSourcePosition()
virtual float GetParticleAttachExtent()
virtual bool GetManagerHandlesSaveLoad()=0
Definition: ReferenceEffect.h:11
Definition: TESEffectShader.h:171
Definition: TESObjectREFR.h:105
Definition: AbsorbEffect.h:6
constexpr REL::ID RTTI_ReferenceEffectController
Definition: Offsets_RTTI.h:5772