CommonLibSSE (Parapets fork)
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Actor.h
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1#pragma once
2
3#include "RE/A/AITimeStamp.h"
4#include "RE/A/ActiveEffect.h"
5#include "RE/A/ActorState.h"
7#include "RE/A/ActorValues.h"
12#include "RE/B/BSTArray.h"
13#include "RE/B/BSTEvent.h"
14#include "RE/B/BSTList.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
26namespace 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
48 {
49 kNone = 0,
50 kGooStart = 1,
51 kGooEnd = 2,
54
55 kTotal
56 };
57
58 struct Modifiers
59 {
60 public:
61 // members
63 };
64 static_assert(sizeof(Modifiers) == 0xC);
65
67 {
68 public:
69 template <class T>
70 struct LocalMap
71 {
72 public:
73 T* operator[](ActorValue a_actorValue)
74 {
75 return GetAt(static_cast<char>(a_actorValue));
76 }
77
78 const T* operator[](ActorValue a_actorValue) const
79 {
80 return GetAt(static_cast<char>(a_actorValue));
81 }
82
83 // members
85 T* entries; // 08
86
87 private:
88 [[nodiscard]] T* GetAt(char a_actorValue) const
89 {
90 auto akVals = actorValues.data();
91 if (akVals && entries) {
92 std::uint32_t idx = 0;
93 while (akVals[idx] != '\0') {
94 if (akVals[idx] == a_actorValue) {
95 break;
96 }
97 ++idx;
98 }
99
100 if (akVals[idx] != '\0') {
101 return std::addressof(entries[idx]);
102 }
103 }
104 return 0;
105 }
106 };
107 static_assert(sizeof(LocalMap<float>) == 0x10);
108
109 // members
112 };
113 static_assert(sizeof(ActorValueStorage) == 0x20);
114
116
117 class Actor :
118 public TESObjectREFR, // 000
119 public MagicTarget, // 098
120 public ActorValueOwner, // 0B0
121 public ActorState, // 0B8
122 public BSTEventSink<BSTransformDeltaEvent>, // 0C8
123 public BSTEventSink<bhkCharacterMoveFinishEvent>, // 0D0
125 {
126 private:
128
129 public:
130 inline static constexpr auto RTTI = RTTI_Actor;
131 inline static constexpr auto FORMTYPE = FormType::ActorCharacter;
132
134 {
135 enum
136 {
141
142 kTotal
143 };
144 };
145
146 enum class BOOL_BITS
147 {
148 kNone = 0,
149 kDelayUpdateScenegraph = 1 << 0,
150 kProcessMe = 1 << 1,
151 kMurderAlarm = 1 << 2,
152 kHasSceneExtra = 1 << 3,
153 kHeadingFixed = 1 << 4,
154 kSpeakingDone = 1 << 5,
156 kSoundFileDone = 1 << 7,
157 kVoiceFileDone = 1 << 8,
158 kInTempChangeList = 1 << 9,
159 kDoNotRunSayToCallback = 1 << 10,
160 kDead = 1 << 11,
161 kForceGreetingPlayer = 1 << 12,
162 kForceUpdateQuestTarget = 1 << 13,
163 kSearchingInCombat = 1 << 14,
164 kAttackOnNextTheft = 1 << 15,
165 kEvpBuffered = 1 << 16,
166 kResetAI = 1 << 17,
167 kInWater = 1 << 18,
168 kSwimming = 1 << 19,
169 kVoicePausedByScript = 1 << 20,
170 kWasInFrustrum = 1 << 21,
171 kShouldRotateToTrack = 1 << 22,
172 kSetOnDeath = 1 << 23,
173 kDoNotPadVoice = 1 << 24,
174 kFootIKInRange = 1 << 25,
175 kPlayerTeammate = 1 << 26,
176 kGivePlayerXP = 1 << 27,
177 kSoundCallbackSuccess = 1 << 28,
178 kUseEmotion = 1 << 29,
179 kGuard = 1 << 30,
180 kParalyzed = 1 << 31
181 };
182
183 enum class BOOL_FLAGS
184 {
185 kNone = 0,
186 kScenePackage = 1 << 0,
187 kIsAMount = 1 << 1,
188 kMountPointClear = 1 << 2,
189 kGettingOnOffMount = 1 << 3,
190 kInRandomScene = 1 << 4,
191 kNoBleedoutRecovery = 1 << 5,
192 kInBleedoutAnimation = 1 << 6,
193 kCanDoFavor = 1 << 7,
194 kShouldAnimGraphUpdate = 1 << 8,
196 kBribedByPlayer = 1 << 10,
197 kAngryWithPlayer = 1 << 11,
198 kIsTrespassing = 1 << 12,
199 kCanSpeak = 1 << 13,
200 kIsInKillMove = 1 << 14,
201 kAttackOnSight = 1 << 15,
202 kIsCommandedActor = 1 << 16,
203 kForceOneAnimgraphUpdate = 1 << 17,
204 kEssential = 1 << 18,
205 kProtected = 1 << 19,
206 kAttackingDisabled = 1 << 20,
207 kCastingDisabled = 1 << 21,
208 kSceneHeadTrackRotation = 1 << 22,
209 kForceIncMinBoneUpdate = 1 << 23,
210 kCrimeSearch = 1 << 24,
211 kMovingIntoLoadedArea = 1 << 25,
212 kDoNotShowOnStealthMeter = 1 << 26,
213 kMovementBlocked = 1 << 27,
215 kForceAnimGraphUpdate = 1 << 29,
216 kCheckAddEffectDualCast = 1 << 30,
217 kUnderwater = 1 << 31
218 };
219
221 {
222 enum ChangeFlag : std::uint32_t
223 {
224 kLifeState = 1 << 10,
228 kLeveledActor = 1 << 18,
229 kDispModifiers = 1 << 19,
230 kTempModifiers = 1 << 20,
234 };
235 };
236
238 {
239 enum RecordFlag : std::uint32_t
240 {
241 kDeleted = 1 << 5,
242 kStartsDead = 1 << 9,
243 kPersistent = 1 << 10,
245 kIgnored = 1 << 12,
246 kNoAIAcquire = 1 << 25,
247 kDontHavokSettle = 1 << 29
248 };
249 };
250
251 ~Actor() override; // 000
252
253 // override (TESObjectREFR)
254 void SaveGame(BGSSaveFormBuffer* a_buf) override; // 00E
255 void LoadGame(BGSLoadFormBuffer* a_buf) override; // 00F
256 void InitLoadGame(BGSLoadFormBuffer* a_buf) override; // 010
257 void FinishLoadGame(BGSLoadFormBuffer* a_buf) override; // 011
258 void Revert(BGSLoadFormBuffer* a_buf) override; // 012
259 void InitItemImpl() override; // 013
260 void SetDelete(bool a_set) override; // 023
261 void Predestroy() override; // 03B
262 BGSLocation* GetEditorLocation1() const override; // 03C - { return editorLocation; }
263 bool GetEditorLocation2(NiPoint3& a_outPos, NiPoint3& a_outRot, TESForm*& a_outWorldOrCell, TESObjectCELL* a_fallback) override; // 03D
264 void ForceEditorLocation(BGSLocation* a_location) override; // 03E - { editorLocation = a_location; }
265 void Update3DPosition(bool a_warp) override; // 03F
266 void UpdateSoundCallBack(bool a_endSceneAction) override; // 040
267 bool SetDialogueWithPlayer(bool a_flag, bool a_forceGreet, TESTopicInfo* a_topic) override; // 041
268 BGSAnimationSequencer* GetSequencer(void) const override; // 045 - { return currentProcess->high->animSequencer; }
269 bool HasKeywordHelper(const BGSKeyword* a_keyword) const override; // 048
270 TESPackage* CheckForCurrentAliasPackage() override; // 049 - { return 0; }
271 BGSScene* GetCurrentScene() const override; // 04A
272 void SetCurrentScene(BGSScene* a_scene) override; // 04B
273 bool UpdateInDialogue(DialogueResponse* a_response, bool a_unused) override; // 04C
274 BGSDialogueBranch* GetExclusiveBranch() const override; // 04D - { return exclusiveBranch; }
275 void SetExclusiveBranch(BGSDialogueBranch* a_branch) override; // 04E - { exclusiveBranch = a_arg1; }
276 void PauseCurrentDialogue(void) override; // 04F
277 NiPoint3 GetStartingAngle() const override; // 052
278 NiPoint3 GetStartingLocation() const override; // 053
279 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
280 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
281 void DoTrap1(TrapData& a_data) override; // 058
282 void DoTrap2(TrapEntry* a_trap, TargetEntry* a_target) override; // 059
283 void AddObjectToContainer(TESBoundObject* a_object, ExtraDataList* a_extraList, std::int32_t a_count, TESObjectREFR* a_fromRefr) override; // 05A
284 NiPoint3 GetLookingAtLocation() const override; // 05B
286 MagicTarget* GetMagicTarget() override; // 05D - { return static_cast<MagicTarget*>(this); }
287 bool IsChild() const override; // 05E - { return false; }
289 bool DetachHavok(NiAVObject* a_obj3D) override; // 065
290 void InitHavok() override; // 066
291 void Unk_67(void) override; // 067 - related to vampire lord cape
292 void Unk_68(void) override; // 068
293 void Unk_69(void) override; // 069
294 NiAVObject* Load3D(bool a_arg1) override; // 06A
295 void Set3D(NiAVObject* a_object, bool a_queue3DTasks = true) override; // 06C
296 bool PopulateGraphProjectsToLoad(void) const override; // 072
297 NiPoint3 GetBoundMin() const override; // 073
298 NiPoint3 GetBoundMax() const override; // 074
299 void Unk_75(void) override; // 075 - "ActorValue GetWeaponSkill()"? really weird call, only works for right hand, and defaults to 1
300 void Unk_78(void) override; // 078
301 void ModifyAnimationUpdateData(BSAnimationUpdateData& a_data) override; // 079
302 bool ShouldSaveAnimationOnUnloading() const override; // 07A - { return false; }
303 bool ShouldSaveAnimationOnSaving() const override; // 07B
304 bool ShouldPerformRevert() const override; // 07C
305 void UpdateAnimation(float a_delta) override; // 07D
306 void Unk_82(void) override; // 082
307 void SetObjectReference(TESBoundObject* a_object) override; // 084
308 void MoveHavok(bool a_forceRec) override; // 085
309 void GetLinearVelocity(NiPoint3& a_velocity) const override; // 086
310 void SetActionComplete(bool a_set) override; // 087
311 void Disable() override; // 089
312 void ResetInventory(bool a_leveledOnly) override; // 08A
313 void Unk_8B(void) override; // 08B
314 void Unk_8C(void) override; // 08C
315 bool OnAddCellPerformQueueReference(TESObjectCELL& a_cell) const override; // 090
316 void DoMoveToHigh() override; // 091
317 void TryMoveToMiddleLow() override; // 092
319 void Unk_95(void) override; // 095
320 void Unk_96(void) override; // 096
321 void SetParentCell(TESObjectCELL* a_cell) override; // 098
322 bool IsDead(bool a_notEssential = true) const override; // 099
323 void Unk_9C(void) override; // 09C
324 void Unk_9D(void) override; // 09D
325 TESAmmo* GetCurrentAmmo() const override; // 09E
326 void UnequipItem(std::uint64_t a_arg1, TESBoundObject* a_object) override; // 0A1
327
328 // override (MagicTarget)
329 Actor* GetTargetStatsObject() override; // 002 - { return this; }
330 bool MagicTargetIsActor() const override; // 003 - { return true; }
332
333 // add
334 virtual void Unk_A2(void); // 0A2
335 virtual void PlayPickUpSound(TESBoundObject* a_object, bool a_pickup, bool a_use); // 0A3
336 virtual float GetHeading(bool a_ignoreRaceSettings) const; // 0A4
337 virtual void SetAvoidanceDisabled(bool a_set); // 0A5 - { return; }
338 virtual void DrawWeaponMagicHands(bool a_draw); // 0A6
339 virtual void Unk_A7(void); // 0A7
340 virtual void Unk_A8(void); // 0A8
341 virtual void SetPosition(const NiPoint3& a_pos, bool a_updateCharController); // 0A9
342 virtual void KillDying(); // 0AA
343 virtual void Resurrect(bool a_resetInventory, bool a_attach3D); // 0AB
344 virtual bool PutActorOnMountQuick(); // 0AC
345 virtual void Update(float a_delta); // 0AD
346 virtual void UpdateNoAI(float a_delta); // 0AE - { return UpdateActor3DPosition(); }
348 virtual void PotentiallyFixRagdollState(); // 0B0
349 virtual void UpdateNonRenderSafe(float a_delta); // 0B1
350 virtual void OnItemEquipped(bool a_playAnim); // 0B2
351 virtual void Unk_B3(void); // 0B3 - { return 1; }
352 virtual void Unk_B4(void); // 0B4
353 virtual void SetCrimeGoldValue(TESFaction* a_faction, bool a_violent, std::uint32_t a_amount); // 0B5
354 virtual void ModCrimeGoldValue(TESFaction* a_faction, bool a_violent, std::int32_t a_amount); // 0B6
355 virtual void RemoveCrimeGoldValue(TESFaction* a_faction, std::int32_t a_amount, bool a_violent); // 0B7
356 virtual std::uint32_t GetCrimeGoldValue(const TESFaction* a_faction) const; // 0B8
357 virtual void GoToPrison(TESFaction* a_faction, bool a_removeInventory, bool a_realJail); // 0B9 - { return; }
358 virtual void ServePrisonTime(); // 0BA - { return; }
359 virtual void PayFine(TESFaction* a_faction, bool a_goToJail, bool a_removeStolenItems); // 0BB - { return; }
360 virtual bool GetCannibal(); // 0BC - { return false; }
361 virtual void SetCannibal(bool a_set); // 0BD - { return; }
362 virtual bool GetVampireFeed(); // 0BE - { return false; }
363 virtual void SetVampireFeed(bool a_set); // 0BF - { return; }
364 virtual void InitiateVampireFeedPackage(Actor* a_target, TESObjectREFR* a_furniture); // 0C0 - { return; }
365 virtual void InitiateCannibalPackage(Actor* a_target); // 0C1 - { return; }
366 virtual void GetEyeVector(NiPoint3& a_origin, NiPoint3& a_direction, bool a_includeCameraOffset); // 0C2
367 virtual void SetRefraction(bool a_enable, float a_refraction); // 0C3
368 virtual void Unk_C4(void); // 0C4 - { return; }
369 virtual void Unk_C5(void); // 0C5 - { return 1; }
370 virtual void Unk_C6(void) = 0; // 0C6
371 virtual float GetAcrobatics() const; // 0C7 - { return 1.0; }
372 virtual void Unk_C8(void); // 0C8
373 virtual void Unk_C9(void); // 0C9
374 virtual void OnArmorActorValueChanged(); // 0CA - { return; }
375 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
376 virtual void PickUpObject(TESObjectREFR* a_object, std::int32_t a_count, bool a_arg3 = false, bool a_playSound = true); // 0CC
377 virtual void AttachArrow(const BSTSmartPointer<BipedAnim>& a_biped); // 0CD
378 virtual void DetachArrow(const BSTSmartPointer<BipedAnim>& a_biped); // 0CE
379 virtual bool AddShout(TESShout* a_shout); // 0CF
380 virtual void Unk_D0(void); // 0D0 - { return; }
381 virtual void Unk_D1(void); // 0D1
382 virtual std::uint32_t UseAmmo(std::uint32_t a_shotCount); // 0D2
383 virtual bool CalculateCachedOwnerIsInCombatantFaction() const; // 0D3
384 virtual CombatGroup* GetCombatGroup() const; // 0D4
385 virtual void SetCombatGroup(CombatGroup* a_group); // 0D5
386 virtual bool CheckValidTarget(TESObjectREFR& a_target); // 0D6
387 virtual void Unk_D7(void); // 0D7 - { return 0; }
388 virtual void InitiateDialogue(Actor* a_target, PackageLocation* a_loc1, PackageLocation* a_loc2); // 0D8
389 virtual void Unk_D9(void); // 0D9
390 virtual void EndDialogue(); // 0DA
391 virtual Actor* SetUpTalkingActivatorActor(Actor* a_target, Actor*& a_activator); // 0DB
392 virtual void Unk_DC(void); // 0DC - { return; }
393 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
394 virtual void InitiateGetUpPackage(); // 0DE
395 virtual void PutCreatedPackage(TESPackage* a_package, bool a_tempPackage, bool a_createdPackage, bool a_allowFromFurniture); // 0DF
396 virtual void UpdateAlpha(); // 0E0
397 virtual void SetAlpha(float a_alpha = 1.0); // 0E1
398 virtual float GetAlpha(); // 0E2
399 virtual bool IsInCombat() const; // 0E3
400 virtual void UpdateCombat(); // 0E4
401 virtual void StopCombat(); // 0E5
402 virtual void Unk_E6(void); // 0E6 - { return 0.0; }
403 virtual void Unk_E7(void); // 0E7 - { return 0.0; }
404 virtual void Unk_E8(void); // 0E8 - { return 0; }
405 virtual void Unk_E9(void); // 0E9 - { return 0; }
406 virtual void Unk_EA(void); // 0EA - { return 0; }
407 virtual void Unk_EB(void); // 0EB
408 virtual void Unk_EC(void); // 0EC
409 virtual void Unk_ED(void); // 0ED
410 virtual void Unk_EE(void); // 0EE
411 virtual void WeaponSwingCallBack(); // 0EF
412 virtual void SetActorStartingPosition(); // 0F0
413 virtual bool MoveToHigh(); // 0F1
414 virtual bool MovetoLow(); // 0F2
415 virtual bool MovetoMiddleLow(); // 0F3
416 virtual void Unk_F4(void); // 0F4
417 virtual bool HasBeenAttacked() const; // 0F5
418 virtual void SetBeenAttacked(bool a_set); // 0F6
419 virtual void UseSkill(ActorValue a_av, float a_points, TESForm* a_arg3); // 0F7 - { return; }
420 virtual bool IsAtPoint(const NiPoint3& a_point, float a_radius, bool a_expandRadius, bool a_alwaysTestHeight); // 0F8
421 virtual bool IsInFaction(const TESFaction* faction) const; // 0F9
422 virtual void ForEachPerk(PerkEntryVisitor& a_visitor) const; // 0FA
423 virtual void AddPerk(BGSPerk* a_perk, std::uint32_t a_rank = 0); // 0FB - { return; }
424 virtual void RemovePerk(BGSPerk* a_perk); // 0FC - { return; }
425 virtual void Unk_FD(void); // 0FD - { return; }
426 virtual void Unk_FE(void); // 0FE - { return; }
427 virtual bool HasPerkEntries(EntryPoint a_entryType) const; // 0FF
428 virtual void ForEachPerkEntry(EntryPoint a_entryType, PerkEntryVisitor& a_visitor) const; // 100
429 virtual void ApplyPerksFromBase(); // 101
430 virtual void StartPowerAttackCoolDown(); // 102 - { return; }
431 virtual bool IsPowerAttackCoolingDown() const; // 103 - { return false; }
432 virtual void HandleHealthDamage(Actor* a_attacker, float a_damage); // 104
433 virtual void Unk_105(void); // 105
434 virtual void Unk_106(void); // 106 - { return; }
435 virtual bool QSpeakingDone() const; // 107 - { return ~(unk0E0 >> 5) & 1; }
436 virtual void SetSpeakingDone(bool a_set); // 108
437 virtual void CreateMovementController(); // 109
438 virtual void Unk_10A(void); // 10A - { return unk16C; }
439 virtual void Unk_10B(void); // 10B - { unk16C = a_arg1; }
440 virtual void Unk_10C(void); // 10C - { return unk170; }
441 virtual void Unk_10D(void); // 10D - { unk170 = a_arg1; }
442 virtual void KillImpl(Actor* a_attacker, float a_damage, bool a_sendEvent, bool a_ragdollInstant); // 10E
443 virtual void Unk_10F(void); // 10F
444 virtual bool CheckCast(MagicItem* a_spell, bool a_dualCast, MagicSystem::CannotCastReason* a_reason); // 110
445 virtual void CheckTempModifiers(); // 111 - { return; }
446 virtual std::int32_t GetCurrentShoutLevel(); // 112 - return -1 on error
447 virtual void SetLastRiddenMount(ActorHandle a_mount); // 113 - { return; }
448 virtual ActorHandle QLastRiddenMount() const; // 114 - { return {}; }
449 virtual bool CalculateCachedOwnerIsUndead() const; // 115
450 virtual bool CalculateCachedOwnerIsNPC() const; // 116
451 virtual void Unk_117(void); // 117 - { return; }
452 virtual void Unk_118(void); // 118
453 virtual const BSFixedString& GetResponseString() const; // 119 - { return "ActorResponse"; }
454 virtual void Unk_11A(void); // 11A
455 virtual void UpdateCombatControllerSettings(); // 11B
456 virtual void UpdateFadeSettings(bhkCharacterController* a_controller); // 11C
457 virtual bool ComputeMotionFeedbackSpeedAndDirection(const ActorMotionFeedbackData& a_data, float a_delta, ActorMotionFeedbackOutput& a_output); // 11D
458 virtual bool UpdateFeedbackGraphSpeedAndDirection(const ActorMotionFeedbackOutput& a_output); // 11E
459 virtual void UpdateActor3DPosition(); // 11F
460 virtual void PrecacheData(); // 120
461 virtual void WornArmorChanged(void); // 121
462 virtual void ProcessTracking(float a_delta, NiAVObject* a_obj3D); // 122
463 virtual void Unk_123(void); // 123
464 virtual void CreateActorMover(); // 124
465 virtual void DestroyActorMover(); // 125
466 virtual bool ShouldRespondToActorCollision(const MovementMessageActorCollision& a_msg, const ActorHandlePtr& a_target); // 126
467 virtual float CheckClampDamageModifier(ActorValue a_av, float a_delta); // 127
468
470 static bool LookupByHandle(RefHandle a_refHandle, NiPointer<Actor>& a_refrOut);
471
472 bool AddSpell(SpellItem* a_spell);
473 void AllowBleedoutDialogue(bool a_canTalk);
474 void AllowPCDialogue(bool a_talk);
475 bool CanFlyHere() const;
476 bool CanPickpocket() const;
477 bool CanTalkToPlayer() const;
483 void DoReset3D(bool a_updateWeight);
484 void EvaluatePackage(bool a_immediate = false, bool a_resetAI = false);
486 const TESNPC* GetActorBase() const;
494 TESForm* GetEquippedObject(bool a_leftHand) const;
495 std::int32_t GetGoldAmount();
498 float GetHeight();
499 std::uint16_t GetLevel() const;
501 TESRace* GetRace() const;
504 [[nodiscard]] TESObjectARMO* GetWornArmor(FormID a_formID);
505 bool HasPerk(BGSPerk* a_perk) const;
506 void InterruptCast(bool a_restoreMagicka) const;
507 bool IsAIEnabled() const;
508 bool IsAMount() const;
509 bool IsAnimationDriven() const;
510 bool IsBeingRidden() const;
511 bool IsCommandedActor() const;
512 bool IsEssential() const;
513 bool IsFactionInCrimeGroup(const TESFaction* a_faction) const;
514 bool IsGhost() const;
515 bool IsGuard() const;
516 bool IsHostileToActor(Actor* a_actor);
517 [[nodiscard]] constexpr bool IsInKillMove() const noexcept { return boolFlags.all(BOOL_FLAGS::kIsInKillMove); }
518 bool IsOnMount() const;
519 bool IsPlayerTeammate() const;
520 bool IsRunning() const;
521 bool IsSneaking() const;
522 [[nodiscard]] bool IsSummoned() const noexcept;
523 bool IsTrespassing() const;
525 bool RemoveSpell(SpellItem* a_spell);
527 void StealAlarm(TESObjectREFR* a_ref, TESForm* a_object, std::int32_t a_num, std::int32_t a_total, TESForm* a_owner, bool a_allowWarning);
528 void SwitchRace(TESRace* a_race, bool a_player);
529 void UpdateArmorAbility(TESForm* a_armor, ExtraDataList* a_extraData);
533 void UpdateWeaponAbility(TESForm* a_weapon, ExtraDataList* a_extraData, bool a_leftHand);
534 bool VisitFactions(std::function<bool(TESFaction* a_faction, std::int8_t a_rank)> a_visitor);
535 bool WouldBeStealing(const TESObjectREFR* a_target) const;
536
537 // members
538 stl::enumeration<BOOL_BITS, std::uint32_t> boolBits; // 0E0
539 float updateTargetTimer; // 0E4
540 stl::enumeration<ACTOR_CRITICAL_STAGE, std::uint32_t> criticalStage; // 0E8
541 std::uint32_t pad0EC; // 0EC
547 float voiceTimer; // 108
548 float underWaterTimer; // 10C
549 std::int32_t thiefCrimeStamp; // 110
550 std::int32_t actionValue; // 114
551 float timerOnAction; // 118
552 std::uint32_t unk11C; // 11C
554 float editorLocRot; // 12C
559 void* unk150; // 150
560 CombatController* combatController; // 158
563 std::uint32_t unk16C; // 16C
564 std::uint32_t unk170; // 170
565 std::uint32_t unk174; // 174
566 std::uint32_t unk178; // 178
567 std::uint32_t intimidateBribeDayStamp; // 17C
568 std::uint64_t unk180; // 180
570 ActorMagicCaster* magicCasters[SlotTypes::kTotal]; // 1A0
573 std::uint32_t unk1E8; // 1E8
574 std::uint32_t pad1EC; // 1EC
575 TESRace* race; // 1F0
576 float equippedWeight; // 1F8
577 stl::enumeration<BOOL_FLAGS, std::uint32_t> boolFlags; // 1FC
584 float lastUpdate; // 258
585 std::uint32_t lastSeenTime; // 25C
587 float armorRating; // 268
588 float armorBaseFactorSum; // 26C
589 std::int8_t soundCallBackSet; // 271
590 std::uint8_t unk271; // 270
591 std::uint8_t unk272; // 272
592 std::uint8_t unk273; // 273
593 std::uint32_t unk274; // 274
594 std::uint64_t unk278; // 278
595 std::uint64_t unk280; // 280
596 WinAPI::CRITICAL_SECTION unk288; // 288 - havok related
597
598 private:
599 TESFaction* GetCrimeFactionImpl() const;
600 };
601#if !defined(SKYRIMVR) && !defined(SKYRIMSE_PRE_1_6_629)
602 static_assert(sizeof(Actor) == 0x2B8);
603#else
604 static_assert(sizeof(Actor) == 0x2B0);
605#endif
606}
#define NiSmartPointer(className)
Definition: NiSmartPointer.h:251
Definition: AIProcess.h:107
Definition: Actor.h:125
bool IsCommandedActor() const
NiPoint3 editorLocCoord
Definition: Actor.h:553
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)
BGSAnimationSequencer * GetSequencer(void) const override
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:596
MagicItem * selectedSpells[SlotTypes::kTotal]
Definition: Actor.h:571
virtual void ProcessTracking(float a_delta, NiAVObject *a_obj3D)
std::uint8_t unk272
Definition: Actor.h:591
virtual void UpdateNoAI(float a_delta)
NiPoint3 GetBoundMin() const override
virtual void Unk_FD(void)
bool IsChild() const override
Modifiers staminaModifiers
Definition: Actor.h:582
void SaveGame(BGSSaveFormBuffer *a_buf) override
virtual void Unk_118(void)
void Unk_69(void) 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:184
bool ShouldPerformRevert() const override
void UpdateSoundCallBack(bool a_endSceneAction) override
virtual void Unk_106(void)
virtual ActorHandle QLastRiddenMount() const
bool IsEssential() const
NiPoint3 GetLookingAtLocation() const override
ActorHandle GetCommandingActor() const
std::uint32_t unk1E8
Definition: Actor.h:573
virtual bool IsInCombat() const
AITimeStamp calculateVendorFactionTimer
Definition: Actor.h:562
BSFaceGenAnimationData * GetFaceGenAnimationData() override
virtual void WeaponSwingCallBack()
virtual void EndDialogue()
virtual bool CalculateCachedOwnerIsInCombatantFaction() const
virtual void Unk_C4(void)
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:549
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)
virtual void Unk_C5(void)
bool RemoveSpell(SpellItem *a_spell)
bool OnAddCellPerformQueueReference(TESObjectCELL &a_cell) const override
Modifiers healthModifiers
Definition: Actor.h:580
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)
void RemoveExtraArrows3D()
std::int32_t actionValue
Definition: Actor.h:550
virtual void SetCannibal(bool a_set)
NiPoint3 GetStartingAngle() const override
stl::enumeration< ACTOR_CRITICAL_STAGE, std::uint32_t > criticalStage
Definition: Actor.h:540
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)
virtual void PutCreatedPackage(TESPackage *a_package, bool a_tempPackage, bool a_createdPackage, bool a_allowFromFurniture)
bool ShouldSaveAnimationOnSaving() const override
void InitHavok() override
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:544
virtual void StartPowerAttackCoolDown()
void SetDelete(bool a_set) override
static constexpr auto RTTI
Definition: Actor.h:130
void Unk_8C(void) override
void * unk150
Definition: Actor.h:559
std::uint8_t unk273
Definition: Actor.h:592
bool IsBeingRidden() const
virtual void InitiateGetUpPackage()
void DoMoveToHigh() override
BGSScene * GetCurrentScene() const 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:585
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)
MagicTarget * GetMagicTarget() override
std::uint32_t unk178
Definition: Actor.h:566
virtual void Update(float a_delta)
virtual void Unk_123(void)
virtual void Unk_EC(void)
BGSDialogueBranch * GetExclusiveBranch() const override
void Unk_67(void) override
std::uint32_t pad1EC
Definition: Actor.h:574
TESForm * GetEquippedObject(bool a_leftHand) const
bool UpdateInDialogue(DialogueResponse *a_response, bool a_unused) override
virtual void UpdateCombatControllerSettings()
float armorBaseFactorSum
Definition: Actor.h:588
virtual CombatGroup * GetCombatGroup() const
ActorHandle CreateRefHandle()
bool IsRunning() const
BSTSmartPointer< BipedAnim > biped
Definition: Actor.h:586
ActorHandle myKiller
Definition: Actor.h:545
Modifiers voicePointsModifiers
Definition: Actor.h:583
ObjectRefHandle dialogueItemTarget
Definition: Actor.h:543
TESRace * race
Definition: Actor.h:575
void SetCurrentScene(BGSScene *a_scene) override
virtual void Unk_11A(void)
virtual bool MoveToHigh()
bool MagicTargetIsActor() const override
virtual bool MovetoMiddleLow()
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:570
bool CanFlyHere() const
const TESNPC * GetActorBase() const
float lastUpdate
Definition: Actor.h:584
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)
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:147
BGSDialogueBranch * exclusiveBranch
Definition: Actor.h:579
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
void DoReset3D(bool a_updateWeight)
virtual bool QSpeakingDone() const
void Unk_68(void) override
void Unk_78(void) override
const InventoryEntryData * GetAttackingWeapon() const
bool IsOnMount() const
InventoryEntryData * GetEquippedEntryData(bool a_leftHand) 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)
virtual const BSFixedString & GetResponseString() const
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:581
bool IsGuard() const
virtual void UpdateCharacterControllerSimulationSettings(bhkCharacterController &a_controller)
std::uint64_t unk278
Definition: Actor.h:594
virtual void SetLastRiddenMount(ActorHandle a_mount)
static constexpr auto FORMTYPE
Definition: Actor.h:131
void Update3DPosition(bool a_warp) override
bool AddSpell(SpellItem *a_spell)
virtual void WornArmorChanged(void)
ActorValueStorage avStorage
Definition: Actor.h:578
bool IsDead(bool a_notEssential=true) const override
std::uint32_t unk170
Definition: Actor.h:564
TESNPC * GetActorBase()
void SetParentCell(TESObjectCELL *a_cell) override
virtual bool HasPerkEntries(EntryPoint a_entryType) const
const TESFaction * GetCrimeFaction() const
stl::enumeration< BOOL_BITS, std::uint32_t > boolBits
Definition: Actor.h:538
void SetActionComplete(bool a_set) override
virtual void Unk_EE(void)
virtual std::uint32_t UseAmmo(std::uint32_t a_shotCount)
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:547
virtual void HandleHealthDamage(Actor *a_attacker, float a_damage)
MagicCaster * GetMagicCaster(MagicSystem::CastingSource a_source) override
virtual void RemoveCrimeGoldValue(TESFaction *a_faction, std::int32_t a_amount, bool a_violent)
TESFaction * vendorFaction
Definition: Actor.h:561
virtual void UpdateAlpha()
bool CanTalkToPlayer() const
void AllowBleedoutDialogue(bool a_canTalk)
void ClearArrested()
TESObjectARMO * GetWornArmor(BGSBipedObjectForm::BipedObjectSlot a_slot)
bhkCharacterController * GetCharController() const
static NiPointer< Actor > LookupByHandle(RefHandle a_refHandle)
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:565
float armorRating
Definition: Actor.h:587
virtual void AttachArrow(const BSTSmartPointer< BipedAnim > &a_biped)
virtual bool GetCannibal()
TESObjectARMO * GetWornArmor(FormID a_formID)
InventoryEntryData * GetAttackingWeapon()
virtual float CheckClampDamageModifier(ActorValue a_av, float a_delta)
constexpr bool IsInKillMove() const noexcept
Definition: Actor.h:517
virtual bool PutActorOnMountQuick()
TESRace * GetRace() const
virtual void CreateMovementController()
virtual void KillImpl(Actor *a_attacker, float a_damage, bool a_sendEvent, bool a_ragdollInstant)
virtual bool CalculateCachedOwnerIsNPC() const
TESObjectARMO * GetSkin(BGSBipedObjectForm::BipedObjectSlot a_slot)
bool IsSneaking() const
ActorHandle GetHandle()
virtual void ModCrimeGoldValue(TESFaction *a_faction, bool a_violent, std::int32_t a_amount)
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:590
float underWaterTimer
Definition: Actor.h:548
virtual void Unk_A8(void)
Actor * GetTargetStatsObject() override
TESFaction * GetCrimeFaction()
bool IsAnimationDriven() const
void ClearExtraArrows()
Definition: Actor.h:480
virtual void ApplyPerksFromBase()
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:569
std::uint32_t intimidateBribeDayStamp
Definition: Actor.h:567
virtual bool IsPowerAttackCoolingDown() const
std::int8_t soundCallBackSet
Definition: Actor.h:589
virtual bool IsAtPoint(const NiPoint3 &a_point, float a_radius, bool a_expandRadius, bool a_alwaysTestHeight)
AIProcess * currentProcess
Definition: Actor.h:542
bool HasKeywordHelper(const BGSKeyword *a_keyword) const override
TESForm * selectedPower
Definition: Actor.h:572
void TryMoveToMiddleLow() override
std::uint32_t unk274
Definition: Actor.h:593
NiAVObject * GetHeadPartObject(BGSHeadPart::HeadPartType a_type)
virtual void Resurrect(bool a_resetInventory, bool a_attach3D)
virtual void SetRefraction(bool a_enable, float a_refraction)
virtual void RemovePerk(BGSPerk *a_perk)
CombatController * combatController
Definition: Actor.h:560
bool PopulateGraphProjectsToLoad(void) const override
bool DetachHavok(NiAVObject *a_obj3D) override
ActorMover * actorMover
Definition: Actor.h:557
virtual void Unk_E7(void)
void Unk_8B(void) override
BGSLocation * editorLocation
Definition: Actor.h:556
void FinishLoadGame(BGSLoadFormBuffer *a_buf) override
TESPackage * CheckForCurrentAliasPackage() 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)
BGSLocation * GetEditorLocation1() const override
virtual bool UpdateFeedbackGraphSpeedAndDirection(const ActorMotionFeedbackOutput &a_output)
std::uint32_t pad0EC
Definition: Actor.h:541
void GetLinearVelocity(NiPoint3 &a_velocity) const override
virtual void StopCombat()
float GetHeight()
void InitLoadGame(BGSLoadFormBuffer *a_buf) override
float equippedWeight
Definition: Actor.h:576
virtual bool ComputeMotionFeedbackSpeedAndDirection(const ActorMotionFeedbackData &a_data, float a_delta, ActorMotionFeedbackOutput &a_output)
virtual float GetAlpha()
void InterruptCast(bool a_restoreMagicka) const
BSSimpleList< ActiveEffect * > * GetActiveEffectList() override
virtual void Unk_E9(void)
virtual void DestroyActorMover()
float editorLocRot
Definition: Actor.h:554
void InitItemImpl() override
virtual void Unk_D0(void)
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
NiAVObject * Load3D(bool a_arg1) override
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:558
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:595
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:539
float checkMyDeadBodyTimer
Definition: Actor.h:546
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)
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:563
void DispelWornItemEnchantments()
bool VisitFactions(std::function< bool(TESFaction *a_faction, std::int8_t a_rank)> a_visitor)
std::uint64_t unk180
Definition: Actor.h:568
bool SetDialogueWithPlayer(bool a_flag, bool a_forceGreet, TESTopicInfo *a_topic) override
std::uint32_t unk11C
Definition: Actor.h:552
virtual std::int32_t GetCurrentShoutLevel()
virtual Actor * SetUpTalkingActivatorActor(Actor *a_target, Actor *&a_activator)
bool IsGhost() const
float timerOnAction
Definition: Actor.h:551
TESAmmo * GetCurrentAmmo() const override
virtual void Unk_A7(void)
TESForm * editorLocForm
Definition: Actor.h:555
virtual void UseSkill(ActorValue a_av, float a_points, TESForm *a_arg3)
bool HasPerk(BGSPerk *a_perk) const
virtual void PrecacheData()
stl::enumeration< BOOL_FLAGS, std::uint32_t > boolFlags
Definition: Actor.h:577
virtual void InitiateDialogue(Actor *a_target, PackageLocation *a_loc1, PackageLocation *a_loc2)
virtual float GetAcrobatics() const
Definition: ActorMover.h:8
Definition: ActorState.h:93
Definition: ActorValueOwner.h:8
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: BSTList.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:46
Definition: IPostAnimationChannelUpdateFunctor.h:6
Definition: InventoryEntryData.h:14
Definition: MagicCaster.h:11
Definition: MagicItem.h:27
Definition: MagicTarget.h:19
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:116
constexpr bool all(Args... a_args) const noexcept
Definition: PCH.h:288
CannotCastReason
Definition: MagicSystem.h:8
CastingSource
Definition: MagicSystem.h:21
Definition: AbsorbEffect.h:6
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:48
std::uint32_t RefHandle
Definition: BSCoreTypes.h:6
Definition: WinAPI.h:4
Definition: PCH.h:73
Definition: NiBinaryStream.h:94
@ kTotal
Definition: ActorValues.h:184
Definition: AITimeStamp.h:6
Definition: Actor.h:221
ChangeFlag
Definition: Actor.h:223
@ kLifeState
Definition: Actor.h:224
@ kMerchantContainer
Definition: Actor.h:226
@ kDismemberedLimbs
Definition: Actor.h:227
@ kOverrideModifiers
Definition: Actor.h:232
@ kPackageExtraData
Definition: Actor.h:225
@ kDispModifiers
Definition: Actor.h:229
@ kPermanentModifiers
Definition: Actor.h:233
@ kLeveledActor
Definition: Actor.h:228
@ kTempModifiers
Definition: Actor.h:230
@ kDamageModifiers
Definition: Actor.h:231
Definition: Actor.h:238
RecordFlag
Definition: Actor.h:240
@ kInitiallyDisabled
Definition: Actor.h:244
@ kPersistent
Definition: Actor.h:243
@ kNoAIAcquire
Definition: Actor.h:246
@ kIgnored
Definition: Actor.h:245
@ kDontHavokSettle
Definition: Actor.h:247
@ kStartsDead
Definition: Actor.h:242
@ kDeleted
Definition: Actor.h:241
Definition: Actor.h:134
@ kLeftHand
Definition: Actor.h:137
@ kPowerOrShout
Definition: Actor.h:140
@ kUnknown
Definition: Actor.h:139
@ kTotal
Definition: Actor.h:142
@ kRightHand
Definition: Actor.h:138
Definition: Actor.h:71
const T * operator[](ActorValue a_actorValue) const
Definition: Actor.h:78
T * operator[](ActorValue a_actorValue)
Definition: Actor.h:73
BSFixedString actorValues
Definition: Actor.h:84
T * entries
Definition: Actor.h:85
Definition: Actor.h:67
LocalMap< float > baseValues
Definition: Actor.h:110
LocalMap< Modifiers > modifiers
Definition: Actor.h:111
ENTRY_POINT
Definition: BGSEntryPoint.h:10
BipedObjectSlot
Definition: BGSBipedObjectForm.h:11
Definition: Actor.h:59
float modifiers[ACTOR_VALUE_MODIFIERS::kTotal]
Definition: Actor.h:62