CommonLibSSE (Parapets fork)
RE::AIProcess Class Reference

#include <AIProcess.h>

Classes

struct  Data0B8
 
struct  Hands
 

Public Types

enum class  LowProcessFlags : std::uint8_t { kNone = 0 , kAlert = 1 << 3 }
 
using Hand = Hands::Hand
 

Public Member Functions

void ClearFurniture (RE::Actor *a_actor)
 
float GetCachedHeight () const
 
bhkCharacterControllerGetCharController ()
 
ActorHandle GetCommandingActor () const
 
TESFormGetEquippedLeftHand ()
 
TESFormGetEquippedRightHand ()
 
bool GetIsSummonedCreature () const noexcept
 
ObjectRefHandle GetOccupiedFurniture () const
 
bool InHighProcess () const
 
bool InMiddleHighProcess () const
 
bool InMiddleLowProcess () const
 
bool InLowProcess () const
 
bool IsArrested () const
 
bool IsGhost () const
 
void SetArrested (bool a_arrested)
 
void SetCachedHeight (float a_height)
 
void Set3DUpdateFlag (RESET_3D_FLAGS a_flags)
 
void Update3DModel (Actor *a_actor)
 

Public Attributes

MiddleLowProcessDatamiddleLow
 
MiddleHighProcessDatamiddleHigh
 
HighProcessDatahigh
 
ActorPackage currentPackage
 
float unk048
 
std::uint32_t unk04C
 
CachedValuescachedValues
 
std::int32_t numberItemsActivate
 
std::uint32_t pad05C
 
BSSimpleList< ObjectstoAcquire * > objects
 
BSSimpleList< TESObjectREFR * > genericLocations
 
ObjectstoAcquireacquireObject
 
ObjectstoAcquiresavedAcquireObject
 
float essentialDownTimer
 
float deathTime
 
float trackedDamage
 
std::uint32_t pad09C
 
BSTArray< TESForm * > forms
 
Data0B8 unk0B8
 
TESFormequippedObjects [Hand::kTotal]
 
std::uint64_t unk100
 
std::uint64_t unk108
 
std::uint32_t unk110
 
RefHandle target
 
std::uint64_t unk118
 
std::uint64_t unk120
 
std::uint64_t unk128
 
std::uint32_t unk130
 
std::uint16_t unk134
 
stl::enumeration< LowProcessFlags, std::uint8_t > lowProcessFlags
 
stl::enumeration< PROCESS_TYPE, std::uint8_t > processLevel
 
bool skippedTimeStampForPathing
 
bool ignoringCombat
 
bool endAlarmOnActor
 
bool escortingPlayer
 
std::uint32_t pad13C
 

Protected Member Functions

void Update3DModel_Impl (Actor *a_actor)
 

Member Typedef Documentation

◆ Hand

Member Enumeration Documentation

◆ LowProcessFlags

enum RE::AIProcess::LowProcessFlags : std::uint8_t
strong
Enumerator
kNone 
kAlert 

Member Function Documentation

◆ ClearFurniture()

void RE::AIProcess::ClearFurniture ( RE::Actor a_actor)

◆ GetCachedHeight()

float RE::AIProcess::GetCachedHeight ( ) const

◆ GetCharController()

bhkCharacterController* RE::AIProcess::GetCharController ( )

◆ GetCommandingActor()

ActorHandle RE::AIProcess::GetCommandingActor ( ) const

◆ GetEquippedLeftHand()

TESForm* RE::AIProcess::GetEquippedLeftHand ( )

◆ GetEquippedRightHand()

TESForm* RE::AIProcess::GetEquippedRightHand ( )

◆ GetIsSummonedCreature()

bool RE::AIProcess::GetIsSummonedCreature ( ) const
noexcept

◆ GetOccupiedFurniture()

ObjectRefHandle RE::AIProcess::GetOccupiedFurniture ( ) const

◆ InHighProcess()

bool RE::AIProcess::InHighProcess ( ) const

◆ InLowProcess()

bool RE::AIProcess::InLowProcess ( ) const

◆ InMiddleHighProcess()

bool RE::AIProcess::InMiddleHighProcess ( ) const

◆ InMiddleLowProcess()

bool RE::AIProcess::InMiddleLowProcess ( ) const

◆ IsArrested()

bool RE::AIProcess::IsArrested ( ) const

◆ IsGhost()

bool RE::AIProcess::IsGhost ( ) const

◆ Set3DUpdateFlag()

void RE::AIProcess::Set3DUpdateFlag ( RESET_3D_FLAGS  a_flags)

◆ SetArrested()

void RE::AIProcess::SetArrested ( bool  a_arrested)

◆ SetCachedHeight()

void RE::AIProcess::SetCachedHeight ( float  a_height)

◆ Update3DModel()

void RE::AIProcess::Update3DModel ( Actor a_actor)

◆ Update3DModel_Impl()

void RE::AIProcess::Update3DModel_Impl ( Actor a_actor)
protected

Member Data Documentation

◆ acquireObject

ObjectstoAcquire* RE::AIProcess::acquireObject

◆ cachedValues

CachedValues* RE::AIProcess::cachedValues

◆ currentPackage

ActorPackage RE::AIProcess::currentPackage

◆ deathTime

float RE::AIProcess::deathTime

◆ endAlarmOnActor

bool RE::AIProcess::endAlarmOnActor

◆ equippedObjects

TESForm* RE::AIProcess::equippedObjects[Hand::kTotal]

◆ escortingPlayer

bool RE::AIProcess::escortingPlayer

◆ essentialDownTimer

float RE::AIProcess::essentialDownTimer

◆ forms

BSTArray<TESForm*> RE::AIProcess::forms

◆ genericLocations

BSSimpleList<TESObjectREFR*> RE::AIProcess::genericLocations

◆ high

HighProcessData* RE::AIProcess::high

◆ ignoringCombat

bool RE::AIProcess::ignoringCombat

◆ lowProcessFlags

stl::enumeration<LowProcessFlags, std::uint8_t> RE::AIProcess::lowProcessFlags

◆ middleHigh

MiddleHighProcessData* RE::AIProcess::middleHigh

◆ middleLow

MiddleLowProcessData* RE::AIProcess::middleLow

◆ numberItemsActivate

std::int32_t RE::AIProcess::numberItemsActivate

◆ objects

BSSimpleList<ObjectstoAcquire*> RE::AIProcess::objects

◆ pad05C

std::uint32_t RE::AIProcess::pad05C

◆ pad09C

std::uint32_t RE::AIProcess::pad09C

◆ pad13C

std::uint32_t RE::AIProcess::pad13C

◆ processLevel

stl::enumeration<PROCESS_TYPE, std::uint8_t> RE::AIProcess::processLevel

◆ savedAcquireObject

ObjectstoAcquire* RE::AIProcess::savedAcquireObject

◆ skippedTimeStampForPathing

bool RE::AIProcess::skippedTimeStampForPathing

◆ target

RefHandle RE::AIProcess::target

◆ trackedDamage

float RE::AIProcess::trackedDamage

◆ unk048

float RE::AIProcess::unk048

◆ unk04C

std::uint32_t RE::AIProcess::unk04C

◆ unk0B8

Data0B8 RE::AIProcess::unk0B8

◆ unk100

std::uint64_t RE::AIProcess::unk100

◆ unk108

std::uint64_t RE::AIProcess::unk108

◆ unk110

std::uint32_t RE::AIProcess::unk110

◆ unk118

std::uint64_t RE::AIProcess::unk118

◆ unk120

std::uint64_t RE::AIProcess::unk120

◆ unk128

std::uint64_t RE::AIProcess::unk128

◆ unk130

std::uint32_t RE::AIProcess::unk130

◆ unk134

std::uint16_t RE::AIProcess::unk134

The documentation for this class was generated from the following file: