CommonLibSSE (Parapets fork)
RE::ReferenceEffectController Class Referenceabstract

#include <ReferenceEffectController.h>

Inheritance diagram for RE::ReferenceEffectController:
RE::ActiveEffectReferenceEffectController RE::SkyEffectController

Public Member Functions

virtual ~ReferenceEffectController ()=default
 
virtual void Unk_01 (void)
 
virtual float Unk_02 (void)
 
virtual float Unk_03 (void)
 
virtual void Unk_04 (void)
 
virtual const NiPoint3GetSourcePosition ()
 
virtual bool GetUseSourcePosition ()
 
virtual bool GetNoInitialFlare ()
 
virtual bool GetEffectPersists ()
 
virtual bool GetGoryVisuals ()
 
virtual void RemoveHitEffect (ReferenceEffect *a_refEffect)
 
virtual TESObjectREFRGetTargetReference ()=0
 
virtual BGSArtObjectGetHitEffectArt ()=0
 
virtual TESEffectShaderGetHitEffectShader ()=0
 
virtual bool GetManagerHandlesSaveLoad ()=0
 
virtual NiAVObjectGetAttachRoot ()
 
virtual float GetParticleAttachExtent ()
 
virtual bool GetUseParticleAttachExtent ()
 
virtual bool GetDoParticles ()
 
virtual bool GetParticlesUseLocalSpace ()
 
virtual bool GetUseRootWorldRotate ()
 
virtual bool GetIsRootActor ()
 
virtual bool GetClearWhenCellIsUnloaded ()
 
virtual bool EffectShouldFaceTarget ()
 
virtual TESObjectREFRGetFacingTarget ()
 
virtual bool GetShaderUseParentCell ()
 
virtual bool EffectAttachesToCamera ()
 
virtual bool EffectRotatesWithCamera ()
 
virtual bool GetAllowTargetRoot ()
 
virtual bool IsReadyForAttach ()
 
virtual void SetWindPoint (const NiPoint3 &a_point)
 
virtual const NiPoint3GetWindPoint ()
 
virtual bool GetAllowNo3D ()
 
virtual void SaveGame (BGSSaveGameBuffer *a_buf)
 
virtual void LoadGame (BGSLoadGameBuffer *a_buf)
 
void Start (ReferenceEffect **a_effectOut=nullptr)
 
void Stop ()
 
 TES_HEAP_REDEFINE_NEW ()
 

Static Public Attributes

static constexpr auto RTTI = RTTI_ReferenceEffectController
 

Constructor & Destructor Documentation

◆ ~ReferenceEffectController()

virtual RE::ReferenceEffectController::~ReferenceEffectController ( )
virtualdefault

Member Function Documentation

◆ EffectAttachesToCamera()

virtual bool RE::ReferenceEffectController::EffectAttachesToCamera ( )
virtual

Reimplemented in RE::SkyEffectController.

◆ EffectRotatesWithCamera()

virtual bool RE::ReferenceEffectController::EffectRotatesWithCamera ( )
virtual

Reimplemented in RE::SkyEffectController.

◆ EffectShouldFaceTarget()

virtual bool RE::ReferenceEffectController::EffectShouldFaceTarget ( )
virtual

◆ GetAllowNo3D()

virtual bool RE::ReferenceEffectController::GetAllowNo3D ( )
virtual

◆ GetAllowTargetRoot()

virtual bool RE::ReferenceEffectController::GetAllowTargetRoot ( )
virtual

◆ GetAttachRoot()

virtual NiAVObject* RE::ReferenceEffectController::GetAttachRoot ( )
virtual

Reimplemented in RE::SkyEffectController.

◆ GetClearWhenCellIsUnloaded()

virtual bool RE::ReferenceEffectController::GetClearWhenCellIsUnloaded ( )
virtual

◆ GetDoParticles()

virtual bool RE::ReferenceEffectController::GetDoParticles ( )
virtual

◆ GetEffectPersists()

virtual bool RE::ReferenceEffectController::GetEffectPersists ( )
virtual

◆ GetFacingTarget()

virtual TESObjectREFR* RE::ReferenceEffectController::GetFacingTarget ( )
virtual

◆ GetGoryVisuals()

virtual bool RE::ReferenceEffectController::GetGoryVisuals ( )
virtual

◆ GetHitEffectArt()

virtual BGSArtObject* RE::ReferenceEffectController::GetHitEffectArt ( )
pure virtual

◆ GetHitEffectShader()

virtual TESEffectShader* RE::ReferenceEffectController::GetHitEffectShader ( )
pure virtual

◆ GetIsRootActor()

virtual bool RE::ReferenceEffectController::GetIsRootActor ( )
virtual

◆ GetManagerHandlesSaveLoad()

virtual bool RE::ReferenceEffectController::GetManagerHandlesSaveLoad ( )
pure virtual

◆ GetNoInitialFlare()

virtual bool RE::ReferenceEffectController::GetNoInitialFlare ( )
virtual

◆ GetParticleAttachExtent()

virtual float RE::ReferenceEffectController::GetParticleAttachExtent ( )
virtual

◆ GetParticlesUseLocalSpace()

virtual bool RE::ReferenceEffectController::GetParticlesUseLocalSpace ( )
virtual

◆ GetShaderUseParentCell()

virtual bool RE::ReferenceEffectController::GetShaderUseParentCell ( )
virtual

◆ GetSourcePosition()

virtual const NiPoint3& RE::ReferenceEffectController::GetSourcePosition ( )
virtual

◆ GetTargetReference()

virtual TESObjectREFR* RE::ReferenceEffectController::GetTargetReference ( )
pure virtual

◆ GetUseParticleAttachExtent()

virtual bool RE::ReferenceEffectController::GetUseParticleAttachExtent ( )
virtual

◆ GetUseRootWorldRotate()

virtual bool RE::ReferenceEffectController::GetUseRootWorldRotate ( )
virtual

◆ GetUseSourcePosition()

virtual bool RE::ReferenceEffectController::GetUseSourcePosition ( )
virtual

◆ GetWindPoint()

virtual const NiPoint3& RE::ReferenceEffectController::GetWindPoint ( )
virtual

◆ IsReadyForAttach()

virtual bool RE::ReferenceEffectController::IsReadyForAttach ( )
virtual

◆ LoadGame()

virtual void RE::ReferenceEffectController::LoadGame ( BGSLoadGameBuffer *  a_buf)
virtual

◆ RemoveHitEffect()

virtual void RE::ReferenceEffectController::RemoveHitEffect ( ReferenceEffect a_refEffect)
virtual

◆ SaveGame()

virtual void RE::ReferenceEffectController::SaveGame ( BGSSaveGameBuffer *  a_buf)
virtual

◆ SetWindPoint()

virtual void RE::ReferenceEffectController::SetWindPoint ( const NiPoint3 a_point)
virtual

◆ Start()

void RE::ReferenceEffectController::Start ( ReferenceEffect **  a_effectOut = nullptr)

◆ Stop()

void RE::ReferenceEffectController::Stop ( )

◆ TES_HEAP_REDEFINE_NEW()

RE::ReferenceEffectController::TES_HEAP_REDEFINE_NEW ( )

◆ Unk_01()

virtual void RE::ReferenceEffectController::Unk_01 ( void  )
virtual

◆ Unk_02()

virtual float RE::ReferenceEffectController::Unk_02 ( void  )
virtual

◆ Unk_03()

virtual float RE::ReferenceEffectController::Unk_03 ( void  )
virtual

◆ Unk_04()

virtual void RE::ReferenceEffectController::Unk_04 ( void  )
virtual

Member Data Documentation

◆ RTTI

constexpr auto RE::ReferenceEffectController::RTTI = RTTI_ReferenceEffectController
inlinestaticconstexpr

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