#include <ThirdPersonState.h>
◆ ~ThirdPersonState()
| RE::ThirdPersonState::~ThirdPersonState |
( |
| ) |
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override |
◆ Begin()
| void RE::ThirdPersonState::Begin |
( |
| ) |
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overridevirtual |
◆ CanProcess()
| bool RE::ThirdPersonState::CanProcess |
( |
InputEvent * |
a_event | ) |
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overridevirtual |
◆ End()
| void RE::ThirdPersonState::End |
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| ) |
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overridevirtual |
◆ GetFreeRotationMode()
| virtual bool RE::ThirdPersonState::GetFreeRotationMode |
( |
| ) |
const |
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virtual |
◆ GetRotation()
| void RE::ThirdPersonState::GetRotation |
( |
NiQuaternion & |
a_rotation | ) |
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overridevirtual |
◆ GetTranslation()
| void RE::ThirdPersonState::GetTranslation |
( |
NiPoint3 & |
a_translation | ) |
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overridevirtual |
◆ HandleLookInput()
| virtual void RE::ThirdPersonState::HandleLookInput |
( |
const NiPoint2 & |
a_input | ) |
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virtual |
◆ LoadGame()
| void RE::ThirdPersonState::LoadGame |
( |
BGSLoadFormBuffer * |
a_buf | ) |
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overridevirtual |
◆ ProcessButton()
◆ ProcessWeaponDrawnChange()
| virtual void RE::ThirdPersonState::ProcessWeaponDrawnChange |
( |
bool |
a_drawn | ) |
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virtual |
◆ Revert()
| void RE::ThirdPersonState::Revert |
( |
BGSLoadFormBuffer * |
a_buf | ) |
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overridevirtual |
◆ SaveGame()
| void RE::ThirdPersonState::SaveGame |
( |
BGSSaveFormBuffer * |
a_buf | ) |
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overridevirtual |
◆ SetCameraHandle()
| virtual void RE::ThirdPersonState::SetCameraHandle |
( |
RefHandle & |
a_handle | ) |
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virtual |
◆ SetFreeRotationMode()
| virtual void RE::ThirdPersonState::SetFreeRotationMode |
( |
bool |
a_weaponSheathed | ) |
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virtual |
◆ Unk_0A()
| virtual void RE::ThirdPersonState::Unk_0A |
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void |
| ) |
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virtual |
◆ Update()
◆ UpdateRotation()
| virtual void RE::ThirdPersonState::UpdateRotation |
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| ) |
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virtual |
◆ animatedBoneName
◆ animationRotation
◆ applyOffsets
| bool RE::ThirdPersonState::applyOffsets |
◆ collisionPos
| NiPoint3 RE::ThirdPersonState::collisionPos |
◆ collisionPosValid
| float RE::ThirdPersonState::collisionPosValid |
◆ currentYaw
| float RE::ThirdPersonState::currentYaw |
◆ currentZoomOffset
| float RE::ThirdPersonState::currentZoomOffset |
◆ freeRotation
| NiPoint2 RE::ThirdPersonState::freeRotation |
◆ freeRotationEnabled
| bool RE::ThirdPersonState::freeRotationEnabled |
◆ pitchZoomOffset
| float RE::ThirdPersonState::pitchZoomOffset |
◆ posOffsetActual
| NiPoint3 RE::ThirdPersonState::posOffsetActual |
◆ posOffsetExpected
| NiPoint3 RE::ThirdPersonState::posOffsetExpected |
◆ rotation
◆ RTTI
◆ savedZoomOffset
| float RE::ThirdPersonState::savedZoomOffset |
◆ stateNotActive
| bool RE::ThirdPersonState::stateNotActive |
◆ targetYaw
| float RE::ThirdPersonState::targetYaw |
◆ targetZoomOffset
| float RE::ThirdPersonState::targetZoomOffset |
◆ thirdPersonCameraObj
| NiAVObject* RE::ThirdPersonState::thirdPersonCameraObj |
◆ thirdPersonFOVControl
| NiNode* RE::ThirdPersonState::thirdPersonFOVControl |
◆ toggleAnimCam
| bool RE::ThirdPersonState::toggleAnimCam |
◆ translation
| NiPoint3 RE::ThirdPersonState::translation |
◆ unk8C
| float RE::ThirdPersonState::unk8C |
◆ unkA0
| std::uint64_t RE::ThirdPersonState::unkA0 |
◆ unkC0
| std::uint64_t RE::ThirdPersonState::unkC0 |
◆ unkC8
| std::uint64_t RE::ThirdPersonState::unkC8 |
◆ unkD0
| std::uint32_t RE::ThirdPersonState::unkD0 |
◆ unkDC
| std::uint16_t RE::ThirdPersonState::unkDC |
◆ unkE2
| std::uint16_t RE::ThirdPersonState::unkE2 |
◆ unkE4
| std::uint32_t RE::ThirdPersonState::unkE4 |
The documentation for this class was generated from the following file: