CommonLibSSE (Parapets fork)
RE::HitData Class Reference

#include <MiddleHighProcessData.h>

Public Types

enum class  Flag {
  kBlocked = 1 << 0 , kBlockWithWeapon = 1 << 1 , kBlockCandidate = 1 << 2 , kCritical = 1 << 3 ,
  kCriticalOnDeath = 1 << 4 , kFatal = 1 << 5 , kDismemberLimb = 1 << 6 , kExplodeLimb = 1 << 7 ,
  kCrippleLimb = 1 << 8 , kDisarm = 1 << 9 , kDisableWeapon = 1 << 10 , kSneakAttack = 1 << 11 ,
  kIgnoreCritical = 1 << 12 , kPredictDamage = 1 << 13 , kBash = 1 << 14 , kTimedBash = 1 << 15 ,
  kPowerAttack = 1 << 16 , kLeftHand = 1 << 17 , kMeleeAttack = 1 << 18 , kRicochet = 1 << 19 ,
  kExplosion = 1 << 20
}
 

Public Member Functions

void Populate (Actor *a_aggressor, Actor *a_target, InventoryEntryData *a_weapon)
 

Public Attributes

NiPoint3 position
 
NiPoint3 direction
 
ActorHandle aggressor
 
ActorHandle target
 
ObjectRefHandle sourceRef
 
std::uint32_t pad24
 
NiPointer< BGSAttackDataattackData
 
TESObjectWEAPweapon
 
SpellItemcriticalEffect
 
SpellItemcombatSpell
 
VATSCommand * vatsCommand
 
float totalDamage
 
float physicalDamage
 
float targetedLimbDamage
 
float percentBlocked
 
float damageToArmor
 
float damageToWeapon
 
float stagger
 
float weaponCondition
 
float sneakAttackBonus
 
float limbDamageMult
 
float knockbackDamage
 
float criticalDamageMult
 
Flag flags
 
std::uint32_t equipIndex
 
ActorValue skill
 
BGSBodyPartDefs::LIMB_ENUM damageLimb
 

Member Enumeration Documentation

◆ Flag

enum RE::HitData::Flag
strong
Enumerator
kBlocked 
kBlockWithWeapon 
kBlockCandidate 
kCritical 
kCriticalOnDeath 
kFatal 
kDismemberLimb 
kExplodeLimb 
kCrippleLimb 
kDisarm 
kDisableWeapon 
kSneakAttack 
kIgnoreCritical 
kPredictDamage 
kBash 
kTimedBash 
kPowerAttack 
kLeftHand 
kMeleeAttack 
kRicochet 
kExplosion 

Member Function Documentation

◆ Populate()

void RE::HitData::Populate ( Actor a_aggressor,
Actor a_target,
InventoryEntryData a_weapon 
)

Member Data Documentation

◆ aggressor

ActorHandle RE::HitData::aggressor

◆ attackData

NiPointer<BGSAttackData> RE::HitData::attackData

◆ combatSpell

SpellItem* RE::HitData::combatSpell

◆ criticalDamageMult

float RE::HitData::criticalDamageMult

◆ criticalEffect

SpellItem* RE::HitData::criticalEffect

◆ damageLimb

BGSBodyPartDefs::LIMB_ENUM RE::HitData::damageLimb

◆ damageToArmor

float RE::HitData::damageToArmor

◆ damageToWeapon

float RE::HitData::damageToWeapon

◆ direction

NiPoint3 RE::HitData::direction

◆ equipIndex

std::uint32_t RE::HitData::equipIndex

◆ flags

Flag RE::HitData::flags

◆ knockbackDamage

float RE::HitData::knockbackDamage

◆ limbDamageMult

float RE::HitData::limbDamageMult

◆ pad24

std::uint32_t RE::HitData::pad24

◆ percentBlocked

float RE::HitData::percentBlocked

◆ physicalDamage

float RE::HitData::physicalDamage

◆ position

NiPoint3 RE::HitData::position

◆ skill

ActorValue RE::HitData::skill

◆ sneakAttackBonus

float RE::HitData::sneakAttackBonus

◆ sourceRef

ObjectRefHandle RE::HitData::sourceRef

◆ stagger

float RE::HitData::stagger

◆ target

ActorHandle RE::HitData::target

◆ targetedLimbDamage

float RE::HitData::targetedLimbDamage

◆ totalDamage

float RE::HitData::totalDamage

◆ vatsCommand

VATSCommand* RE::HitData::vatsCommand

◆ weapon

TESObjectWEAP* RE::HitData::weapon

◆ weaponCondition

float RE::HitData::weaponCondition

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