CommonLibSSE (Parapets fork)
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RE::ActiveEffectReferenceEffectController Class Reference

#include <ActiveEffectReferenceEffectController.h>

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

Public Member Functions

virtual ~ActiveEffectReferenceEffectController ()
 
virtual void Unk_01 (void) override
 
virtual float Unk_02 (void) override
 
virtual float Unk_03 (void) override
 
virtual void Unk_04 (void) override
 
virtual const NiPoint3 & GetSourcePosition () override
 
virtual bool GetUseSourcePosition () override
 
virtual bool GetNoInitialFlare () override
 
virtual bool GetEffectPersists () override
 
virtual bool GetGoryVisuals () override
 
virtual void RemoveHitEffect (ReferenceEffect *a_refEffect) override
 
virtual TESObjectREFR * GetTargetReference () override
 
virtual BGSArtObject * GetHitEffectArt () override
 
virtual TESEffectShader * GetHitEffectShader () override
 
virtual bool GetManagerHandlesSaveLoad () override
 
virtual bool EffectShouldFaceTarget () override
 
virtual TESObjectREFR * GetFacingTarget () override
 
virtual void SetWindPoint (const NiPoint3 &a_point) override
 
virtual const NiPoint3 & GetWindPoint () override
 
virtual bool GetAllowNo3D () override
 
virtual void SaveGame (BGSSaveGameBuffer *a_buf) override
 
virtual void LoadGame (BGSLoadGameBuffer *a_buf) override
 
- Public Member Functions inherited from RE::ReferenceEffectController
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 NiPoint3 & GetSourcePosition ()
 
virtual bool GetUseSourcePosition ()
 
virtual bool GetNoInitialFlare ()
 
virtual bool GetEffectPersists ()
 
virtual bool GetGoryVisuals ()
 
virtual void RemoveHitEffect (ReferenceEffect *a_refEffect)
 
virtual TESObjectREFR * GetTargetReference ()=0
 
virtual BGSArtObject * GetHitEffectArt ()=0
 
virtual TESEffectShader * GetHitEffectShader ()=0
 
virtual bool GetManagerHandlesSaveLoad ()=0
 
virtual NiAVObject * GetAttachRoot ()
 
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 TESObjectREFR * GetFacingTarget ()
 
virtual bool GetShaderUseParentCell ()
 
virtual bool EffectAttachesToCamera ()
 
virtual bool EffectRotatesWithCamera ()
 
virtual bool GetAllowTargetRoot ()
 
virtual bool IsReadyForAttach ()
 
virtual void SetWindPoint (const NiPoint3 &a_point)
 
virtual const NiPoint3 & GetWindPoint ()
 
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 ()
 

Public Attributes

ActiveEffect * effect
 
ObjectRefHandle target
 
NiPoint3 windPoint
 

Static Public Attributes

static constexpr auto RTTI = RTTI_ActiveEffectReferenceEffectController
 
- Static Public Attributes inherited from RE::ReferenceEffectController
static constexpr auto RTTI = RTTI_ReferenceEffectController
 

Constructor & Destructor Documentation

◆ ~ActiveEffectReferenceEffectController()

virtual RE::ActiveEffectReferenceEffectController::~ActiveEffectReferenceEffectController ( )
virtual

Member Function Documentation

◆ EffectShouldFaceTarget()

virtual bool RE::ActiveEffectReferenceEffectController::EffectShouldFaceTarget ( )
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ GetAllowNo3D()

virtual bool RE::ActiveEffectReferenceEffectController::GetAllowNo3D ( )
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ GetEffectPersists()

virtual bool RE::ActiveEffectReferenceEffectController::GetEffectPersists ( )
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ GetFacingTarget()

virtual TESObjectREFR * RE::ActiveEffectReferenceEffectController::GetFacingTarget ( )
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ GetGoryVisuals()

virtual bool RE::ActiveEffectReferenceEffectController::GetGoryVisuals ( )
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ GetHitEffectArt()

virtual BGSArtObject * RE::ActiveEffectReferenceEffectController::GetHitEffectArt ( )
overridevirtual

◆ GetHitEffectShader()

virtual TESEffectShader * RE::ActiveEffectReferenceEffectController::GetHitEffectShader ( )
overridevirtual

◆ GetManagerHandlesSaveLoad()

virtual bool RE::ActiveEffectReferenceEffectController::GetManagerHandlesSaveLoad ( )
overridevirtual

◆ GetNoInitialFlare()

virtual bool RE::ActiveEffectReferenceEffectController::GetNoInitialFlare ( )
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ GetSourcePosition()

virtual const NiPoint3 & RE::ActiveEffectReferenceEffectController::GetSourcePosition ( )
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ GetTargetReference()

virtual TESObjectREFR * RE::ActiveEffectReferenceEffectController::GetTargetReference ( )
overridevirtual

◆ GetUseSourcePosition()

virtual bool RE::ActiveEffectReferenceEffectController::GetUseSourcePosition ( )
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ GetWindPoint()

virtual const NiPoint3 & RE::ActiveEffectReferenceEffectController::GetWindPoint ( )
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ LoadGame()

virtual void RE::ActiveEffectReferenceEffectController::LoadGame ( BGSLoadGameBuffer *  a_buf)
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ RemoveHitEffect()

virtual void RE::ActiveEffectReferenceEffectController::RemoveHitEffect ( ReferenceEffect *  a_refEffect)
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ SaveGame()

virtual void RE::ActiveEffectReferenceEffectController::SaveGame ( BGSSaveGameBuffer *  a_buf)
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ SetWindPoint()

virtual void RE::ActiveEffectReferenceEffectController::SetWindPoint ( const NiPoint3 &  a_point)
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ Unk_01()

virtual void RE::ActiveEffectReferenceEffectController::Unk_01 ( void  )
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ Unk_02()

virtual float RE::ActiveEffectReferenceEffectController::Unk_02 ( void  )
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ Unk_03()

virtual float RE::ActiveEffectReferenceEffectController::Unk_03 ( void  )
overridevirtual

Reimplemented from RE::ReferenceEffectController.

◆ Unk_04()

virtual void RE::ActiveEffectReferenceEffectController::Unk_04 ( void  )
overridevirtual

Reimplemented from RE::ReferenceEffectController.

Member Data Documentation

◆ effect

ActiveEffect* RE::ActiveEffectReferenceEffectController::effect

◆ RTTI

constexpr auto RE::ActiveEffectReferenceEffectController::RTTI = RTTI_ActiveEffectReferenceEffectController
inlinestaticconstexpr

◆ target

ObjectRefHandle RE::ActiveEffectReferenceEffectController::target

◆ windPoint

NiPoint3 RE::ActiveEffectReferenceEffectController::windPoint

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