8 class BGSLoadGameBuffer;
9 class BGSSaveGameBuffer;
13 class TESEffectShader;
56 virtual void SaveGame(BGSSaveGameBuffer* a_buf);
57 virtual void LoadGame(BGSLoadGameBuffer* a_buf);
Definition: BGSArtObject.h:12
Definition: NiAVObject.h:45
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 GetGoryVisuals()
virtual bool GetNoInitialFlare()
virtual ~ReferenceEffectController()=default
void Start(ReferenceEffect **a_effectOut=nullptr)
virtual float Unk_03(void)
virtual bool GetDoParticles()
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 GetIsRootActor()
virtual bool IsReadyForAttach()
virtual bool GetClearWhenCellIsUnloaded()
virtual bool GetAllowNo3D()
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