179        static_assert(
sizeof(
Data) == 0x38);
 
  208        static_assert(
sizeof(
Unk1B8) == 0x30);
 
Definition: BGSBlockBashData.h:9
 
Definition: BGSEquipType.h:9
 
Definition: BGSImpactDataSet.h:13
 
Definition: BGSKeyword.h:10
 
Definition: BGSMessageIcon.h:9
 
Definition: BGSPickupPutdownSounds.h:10
 
Definition: BGSPreloadable.h:8
 
Definition: SpellItem.h:16
 
Definition: TESBoundObject.h:24
 
Definition: TESDescription.h:12
 
Definition: TESEffectShader.h:171
 
Definition: TESFullName.h:9
 
Definition: TESModel.h:16
 
Definition: TESModelTextureSwap.h:10
 
Definition: TESObjectSTAT.h:29
 
Definition: TESObjectWEAP.h:73
 
void InitItemImpl() override
 
stl::enumeration< SOUND_LEVEL, std::uint32_t > soundLevel
Definition: TESObjectWEAP.h:263
 
bool IsOneHandedDagger() const
 
static constexpr auto RTTI
Definition: TESObjectWEAP.h:75
 
std::uint32_t pad21C
Definition: TESObjectWEAP.h:264
 
void GetNodeName(char *a_dstBuff) const
 
BGSSoundDescriptorForm * attackSound2D
Definition: TESObjectWEAP.h:253
 
CriticalData criticalData
Definition: TESObjectWEAP.h:250
 
void LoadGame(BGSLoadFormBuffer *a_buf) override
 
bool Load(TESFile *a_mod) override
 
TESObjectSTAT * firstPersonModelObject
Definition: TESObjectWEAP.h:260
 
BGSSoundDescriptorForm * attackSound
Definition: TESObjectWEAP.h:252
 
bool IsHandToHandMelee() const
 
float GetMaxRange() const
 
~TESObjectWEAP() override
 
static constexpr auto FORMTYPE
Definition: TESObjectWEAP.h:76
 
void InitializeData() override
 
BGSSoundDescriptorForm * equipSound
Definition: TESObjectWEAP.h:257
 
BGSKeyword * GetDefaultKeyword() const override
 
BSFixedString embeddedNode
Definition: TESObjectWEAP.h:262
 
Unk1B8 * unk1B8
Definition: TESObjectWEAP.h:251
 
bool IsOneHandedSword() const
 
bool IsTwoHandedAxe() const
 
BGSImpactDataSet * impactDataSet
Definition: TESObjectWEAP.h:259
 
bool IsOneHandedMace() const
 
bool IsOneHandedAxe() const
 
TESObjectWEAP * templateWeapon
Definition: TESObjectWEAP.h:261
 
Data weaponData
Definition: TESObjectWEAP.h:249
 
const char * GetObjectTypeName() const override
 
float GetMinRange() const
 
void SaveGame(BGSSaveFormBuffer *a_buf) override
 
BGSSoundDescriptorForm * attackLoopSound
Definition: TESObjectWEAP.h:254
 
TESFile * GetDescriptionOwnerFile() const override
 
BGSSoundDescriptorForm * attackFailSound
Definition: TESObjectWEAP.h:255
 
BGSSoundDescriptorForm * idleSound
Definition: TESObjectWEAP.h:256
 
WEAPON_TYPE GetWeaponType() const
 
std::uint16_t GetCritDamage() const
 
bool IsTwoHandedSword() const
 
bool GetPlayable() const override
 
BGSSoundDescriptorForm * unequipSound
Definition: TESObjectWEAP.h:258
 
void ClearData() override
 
Definition: AbsorbEffect.h:6
 
WEAPON_RUMBLE_PATTERN
Definition: TESObjectWEAP.h:35
 
WEAPONHITBEHAVIOR
Definition: TESObjectWEAP.h:27
 
constexpr REL::ID RTTI_TESObjectWEAP
Definition: Offsets_RTTI.h:6045
 
WEAPON_TYPE
Definition: TESObjectWEAP.h:43
 
Definition: TESObjectWEAP.h:182
 
std::uint16_t damage
Definition: TESObjectWEAP.h:194
 
Flag
Definition: TESObjectWEAP.h:185
 
@ kOnDeath
Definition: TESObjectWEAP.h:187
 
@ kNone
Definition: TESObjectWEAP.h:186
 
std::uint32_t pad04
Definition: TESObjectWEAP.h:192
 
float prcntMult
Definition: TESObjectWEAP.h:191
 
SpellItem * effect
Definition: TESObjectWEAP.h:193
 
stl::enumeration< Flag, std::uint8_t > flags
Definition: TESObjectWEAP.h:195
 
std::uint8_t pad13
Definition: TESObjectWEAP.h:196
 
std::uint32_t pad14
Definition: TESObjectWEAP.h:197
 
Definition: TESObjectWEAP.h:105
 
float minRange
Definition: TESObjectWEAP.h:163
 
float animationAttackMult
Definition: TESObjectWEAP.h:165
 
RangedData * rangedData
Definition: TESObjectWEAP.h:160
 
stl::enumeration< ActorValue, std::uint32_t > resistance
Definition: TESObjectWEAP.h:170
 
float staggerValue
Definition: TESObjectWEAP.h:167
 
std::uint8_t unk37
Definition: TESObjectWEAP.h:177
 
float maxRange
Definition: TESObjectWEAP.h:164
 
Flag
Definition: TESObjectWEAP.h:147
 
@ kIgnoresNormalWeaponResistance
 
@ kDontUseFirstPersonISAnim
 
stl::enumeration< AttackAnimation, std::uint8_t > attackAnimation
Definition: TESObjectWEAP.h:173
 
stl::enumeration< Flag2, std::uint16_t > flags2
Definition: TESObjectWEAP.h:171
 
Flag2
Definition: TESObjectWEAP.h:108
 
@ kDontUse3rdPersonISAnim
 
stl::enumeration< WEAPONHITBEHAVIOR, std::uint32_t > hitBehavior
Definition: TESObjectWEAP.h:168
 
std::uint8_t baseVATSToHitChance
Definition: TESObjectWEAP.h:172
 
stl::enumeration< Flag, std::uint8_t > flags
Definition: TESObjectWEAP.h:176
 
float reach
Definition: TESObjectWEAP.h:162
 
stl::enumeration< ActorValue, std::uint8_t > embeddedWeaponAV
Definition: TESObjectWEAP.h:174
 
float speed
Definition: TESObjectWEAP.h:161
 
stl::enumeration< WEAPON_TYPE, std::uint8_t > animationType
Definition: TESObjectWEAP.h:175
 
stl::enumeration< ActorValue, std::uint32_t > skill
Definition: TESObjectWEAP.h:169
 
float unk1C
Definition: TESObjectWEAP.h:166
 
AttackAnimation
Definition: TESObjectWEAP.h:125
 
Definition: TESObjectWEAP.h:89
 
float sightFOV
Definition: TESObjectWEAP.h:92
 
std::int8_t numProjectiles
Definition: TESObjectWEAP.h:98
 
std::uint8_t pad19
Definition: TESObjectWEAP.h:99
 
stl::enumeration< WEAPON_RUMBLE_PATTERN, std::uint32_t > rumblePattern
Definition: TESObjectWEAP.h:97
 
float firingRumbleRightMotorStrength
Definition: TESObjectWEAP.h:95
 
float firingRumbleDuration
Definition: TESObjectWEAP.h:96
 
std::uint16_t pad1A
Definition: TESObjectWEAP.h:100
 
float firingRumbleLeftMotorStrength
Definition: TESObjectWEAP.h:94
 
float unk04
Definition: TESObjectWEAP.h:93
 
Definition: TESObjectWEAP.h:79
 
RecordFlag
Definition: TESObjectWEAP.h:81
 
@ kIgnored
Definition: TESObjectWEAP.h:84
 
@ kDeleted
Definition: TESObjectWEAP.h:83
 
@ kNonPlayable
Definition: TESObjectWEAP.h:82
 
Definition: TESObjectWEAP.h:202
 
TESEffectShader * unk28
Definition: TESObjectWEAP.h:206
 
TESModel unk00
Definition: TESObjectWEAP.h:205