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void | RE::ApplyPerkEntries (std::uint8_t a_perkEntryCode, Actor *a_perkOwner, TESForm *a_item, float *a_value) |
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void | RE::CreateRefHandle (RefHandle &a_handleOut, TESObjectREFR *a_refrTo) |
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void | RE::DebugNotification (const char *a_notification, const char *a_soundToPlay=0, bool a_cancelIfAlreadyQueued=true) |
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float | RE::GetArmorFinalRating (InventoryEntryData *a_entryData, float a_armorPerks, float a_skillMultiplier) |
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Setting * | RE::GetINISetting (const char *a_name) |
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bool | RE::LookupReferenceByHandle (const RefHandle &a_handle, NiPointer< Actor > &a_refrOut) |
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bool | RE::LookupReferenceByHandle (const RefHandle &a_handle, NiPointer< TESObjectREFR > &a_refrOut) |
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void | RE::PlaySound (const char *a_editorID) |
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