#include <FirstPersonState.h>
◆ ~FirstPersonState()
RE::FirstPersonState::~FirstPersonState |
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override |
◆ Begin()
void RE::FirstPersonState::Begin |
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overridevirtual |
◆ CanProcess()
bool RE::FirstPersonState::CanProcess |
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InputEvent * |
a_event | ) |
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overridevirtual |
◆ End()
void RE::FirstPersonState::End |
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overridevirtual |
◆ GetRotation()
void RE::FirstPersonState::GetRotation |
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NiQuaternion & |
a_rotation | ) |
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overridevirtual |
◆ GetTranslation()
void RE::FirstPersonState::GetTranslation |
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NiPoint3 & |
a_translation | ) |
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overridevirtual |
◆ LoadGame()
void RE::FirstPersonState::LoadGame |
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BGSLoadFormBuffer * |
a_buf | ) |
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overridevirtual |
◆ ProcessButton()
◆ Revert()
void RE::FirstPersonState::Revert |
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BGSLoadFormBuffer * |
a_buf | ) |
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overridevirtual |
◆ SaveGame()
void RE::FirstPersonState::SaveGame |
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BGSSaveFormBuffer * |
a_buf | ) |
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overridevirtual |
◆ Update()
◆ cameraOverride
bool RE::FirstPersonState::cameraOverride |
◆ cameraPitchOverride
bool RE::FirstPersonState::cameraPitchOverride |
◆ currentPitchOffset
float RE::FirstPersonState::currentPitchOffset |
◆ dampeningOffset
NiPoint3 RE::FirstPersonState::dampeningOffset |
◆ firstPersonCameraObj
NiAVObject* RE::FirstPersonState::firstPersonCameraObj |
◆ firstPersonFOVControl
NiNode* RE::FirstPersonState::firstPersonFOVControl |
◆ lastFrameSpringVelocity
NiPoint3 RE::FirstPersonState::lastFrameSpringVelocity |
◆ lastPosition
NiPoint3 RE::FirstPersonState::lastPosition |
◆ pad54
std::uint32_t RE::FirstPersonState::pad54 |
◆ RTTI
◆ sittingRotation
float RE::FirstPersonState::sittingRotation |
◆ targetPitchOffset
float RE::FirstPersonState::targetPitchOffset |
◆ unk6C
float RE::FirstPersonState::unk6C |
◆ unk70
float RE::FirstPersonState::unk70 |
◆ unk7C
float RE::FirstPersonState::unk7C |
◆ unk80
std::uint32_t RE::FirstPersonState::unk80 |
◆ unk86
std::uint16_t RE::FirstPersonState::unk86 |
◆ unk88
std::uint64_t RE::FirstPersonState::unk88 |
The documentation for this class was generated from the following file: