CommonLibSSE (Parapets fork)
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#include <PlayerCamera.h>
Classes | |
struct | Unk120 |
Public Member Functions | |
~PlayerCamera () override | |
void | SetCameraRoot (NiPointer< NiNode > a_root) override |
void | UpdateThirdPerson (bool a_weaponDrawn) |
Public Member Functions inherited from RE::TESCamera | |
virtual | ~TESCamera () |
virtual void | Update () |
void | SetState (TESCameraState *a_state) |
Static Public Member Functions | |
static PlayerCamera * | GetSingleton () |
Public Attributes | |
std::uint8_t | pad039 |
std::uint16_t | pad03A |
ActorHandle | cameraTarget |
BSTSmallArray< TESCameraState *, CameraStates::kTotal > | tempReturnStates |
BSTSmartPointer< TESCameraState > | cameraStates [CameraStates::kTotal] |
Unk120 * | unk120 |
NiPointer< bhkRigidBody > | rigidBody |
RefHandle | objectFadeHandle |
BSSpinLock | lock |
float | worldFOV |
float | firstPersonFOV |
NiPoint3 | pos |
float | idleTimer |
float | yaw |
std::uint32_t | unk158 |
std::uint32_t | unk15C |
bool | allowAutoVanityMode |
bool | bowZoomedIn |
bool | isWeapSheathed |
bool | isProcessed |
std::uint8_t | unk164 |
std::uint8_t | unk165 |
std::uint16_t | pad166 |
Public Attributes inherited from RE::TESCamera | |
BSTPoint2< float > | rotationInput |
BSTPoint3< float > | translationInput |
float | zoomInput |
NiPointer< NiNode > | cameraRoot |
BSTSmartPointer< TESCameraState > | currentState |
bool | enabled |
std::uint8_t | pad31 |
std::uint16_t | pad32 |
std::uint32_t | pad34 |
Static Public Attributes | |
static constexpr auto | RTTI = RTTI_PlayerCamera |
Static Public Attributes inherited from RE::TESCamera | |
static constexpr auto | RTTI = RTTI_TESCamera |
Additional Inherited Members | |
Public Types inherited from RE::BSTSingletonSDMBase< Traits > | |
using | Type = typename Traits::Type |
using | Allocator = typename Traits::Allocator |
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override |
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static |
Reimplemented from RE::TESCamera.
void RE::PlayerCamera::UpdateThirdPerson | ( | bool | a_weaponDrawn | ) |
bool RE::PlayerCamera::allowAutoVanityMode |
bool RE::PlayerCamera::bowZoomedIn |
BSTSmartPointer<TESCameraState> RE::PlayerCamera::cameraStates[CameraStates::kTotal] |
ActorHandle RE::PlayerCamera::cameraTarget |
float RE::PlayerCamera::firstPersonFOV |
float RE::PlayerCamera::idleTimer |
bool RE::PlayerCamera::isProcessed |
bool RE::PlayerCamera::isWeapSheathed |
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mutable |
RefHandle RE::PlayerCamera::objectFadeHandle |
std::uint8_t RE::PlayerCamera::pad039 |
std::uint16_t RE::PlayerCamera::pad03A |
std::uint16_t RE::PlayerCamera::pad166 |
NiPoint3 RE::PlayerCamera::pos |
NiPointer<bhkRigidBody> RE::PlayerCamera::rigidBody |
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inlinestaticconstexpr |
BSTSmallArray<TESCameraState*, CameraStates::kTotal> RE::PlayerCamera::tempReturnStates |
Unk120* RE::PlayerCamera::unk120 |
std::uint32_t RE::PlayerCamera::unk158 |
std::uint32_t RE::PlayerCamera::unk15C |
std::uint8_t RE::PlayerCamera::unk164 |
std::uint8_t RE::PlayerCamera::unk165 |
float RE::PlayerCamera::worldFOV |
float RE::PlayerCamera::yaw |