14 class bhkCharacterController;
20 struct HighProcessData;
21 struct MiddleHighProcessData;
25 kNone =
static_cast<std::underlying_type_t<PROCESS_TYPE>
>(-1),
157 static_assert(
sizeof(
Data0B8) == 0x38);
240 static_assert(sizeof(
AIProcess) == 0x140);
Definition: AIProcess.h:113
CachedValues * cachedValues
Definition: AIProcess.h:206
float deathTime
Definition: AIProcess.h:214
std::uint32_t pad09C
Definition: AIProcess.h:216
float GetCachedHeight() const
bool endAlarmOnActor
Definition: AIProcess.h:233
std::int32_t numberItemsActivate
Definition: AIProcess.h:207
NiAVObject * GetWeaponNode(const BSTSmartPointer< BipedAnim > &a_biped) const
float hourLastProcessed
Definition: AIProcess.h:204
void KnockExplosion(Actor *a_actor, const NiPoint3 &a_location, float a_magnitude)
void AddToProcedureIndexRunning(Actor *a_actor, std::uint32_t a_num)
void SetCachedHeight(float a_height)
std::uint32_t unk130
Definition: AIProcess.h:227
TESForm * equippedObjects[Hand::kTotal]
Definition: AIProcess.h:219
TESForm * GetEquippedRightHand()
MiddleLowProcessData * middleLow
Definition: AIProcess.h:200
bool ignoringCombat
Definition: AIProcess.h:232
bool GetIsSummonedCreature() const noexcept
RefHandle followTarget
Definition: AIProcess.h:222
bool InMiddleHighProcess() const
ObjectRefHandle GetHeadtrackTarget() const
float GetRegenDelay(ActorValue a_actorvalue) const
TESPackage * GetRunningPackage() const
ObjectstoAcquire * savedAcquireObject
Definition: AIProcess.h:212
Data0B8 unk0B8
Definition: AIProcess.h:218
bool skippedTimeStampForPathing
Definition: AIProcess.h:231
BSSimpleList< TESObjectREFR * > genericLocations
Definition: AIProcess.h:210
bool InLowProcess() const
void SetRunOncePackage(TESPackage *a_package, Actor *a_actor)
REX::EnumSet< PROCESS_TYPE, std::uint8_t > processLevel
Definition: AIProcess.h:230
bool escortingPlayer
Definition: AIProcess.h:234
ActorPackage currentPackage
Definition: AIProcess.h:203
bool IsInCommandState() const
bool InMiddleLowProcess() const
ObjectstoAcquire * acquireObject
Definition: AIProcess.h:211
void Update3DModel_Impl(Actor *a_actor)
float GetVoiceRecoveryTime() const
std::uint64_t unk128
Definition: AIProcess.h:226
BSSimpleList< ObjectstoAcquire * > objects
Definition: AIProcess.h:209
void ClearActionHeadtrackTarget(bool a_defaultHold)
void ComputeLastTimeProcessed()
bool PlayIdle(Actor *a_actor, TESIdleForm *a_idle, TESObjectREFR *a_target)
void ClearMuzzleFlashes()
void SetActorsDetectionEvent(Actor *a_actor, const NiPoint3 &a_location, std::int32_t a_soundLevel, TESObjectREFR *a_ref)
RefHandle arrestTarget
Definition: AIProcess.h:224
bhkCharacterController * GetCharController()
std::uint64_t unk108
Definition: AIProcess.h:221
ObjectRefHandle GetOccupiedFurniture() const
void SetHeadtrackTarget(Actor *a_owner, NiPoint3 &a_targetPosition)
RefHandle target
Definition: AIProcess.h:223
std::uint16_t unk134
Definition: AIProcess.h:228
bool SetupSpecialIdle(Actor *a_actor, DEFAULT_OBJECT a_action, TESIdleForm *a_idle, bool a_arg5, bool a_arg6, TESObjectREFR *a_target)
TESShout * GetCurrentShout()
float trackedDamage
Definition: AIProcess.h:215
bool InHighProcess() const
std::uint64_t unk120
Definition: AIProcess.h:225
MiddleHighProcessData * middleHigh
Definition: AIProcess.h:201
NiAVObject * GetMagicNode(const BSTSmartPointer< BipedAnim > &a_biped) const
std::uint32_t pad05C
Definition: AIProcess.h:208
std::uint32_t pad13C
Definition: AIProcess.h:235
void StopCurrentIdle(Actor *a_actor, bool a_forceIdleStop)
LowProcessFlags
Definition: AIProcess.h:116
void RandomlyPlaySpecialIdles(Actor *a_actor)
void Set3DUpdateFlag(RESET_3D_FLAGS a_flags)
float dateLastProcessed
Definition: AIProcess.h:205
float essentialDownTimer
Definition: AIProcess.h:213
std::uint64_t unk100
Definition: AIProcess.h:220
HighProcessData * high
Definition: AIProcess.h:202
void Update3DModel(Actor *a_actor)
Actor * GetUserData() const
ActorHandle GetCommandingActor() const
TESForm * GetEquippedLeftHand()
void SetArrested(bool a_arrested)
void UpdateRegenDelay(ActorValue a_actorValue, float a_regenDelay)
BSTArray< EquippedObject > equippedForms
Definition: AIProcess.h:217
REX::EnumSet< LowProcessFlags, std::uint8_t > lowProcessFlags
Definition: AIProcess.h:229
Definition: ActorPackage.h:12
Definition: BGSEquipSlot.h:10
Definition: BSTArray.h:378
Definition: BSTSmartPointer.h:37
Definition: BipedAnim.h:42
Definition: AIProcess.h:33
std::int32_t hourPackageEvaluated
Definition: AIProcess.h:36
Definition: NiAVObject.h:51
Definition: TESObjectREFR.h:114
Definition: TESPackage.h:310
Definition: TESShout.h:18
Definition: bhkCharacterController.h:73
Definition: BSDirectInputManager.h:8
EnumSet(Args...) -> EnumSet< std::common_type_t< Args... >, std::underlying_type_t< std::common_type_t< Args... >>>
Definition: AbsorbEffect.h:6
RESET_3D_FLAGS
Definition: MiddleHighProcessData.h:41
ActorValue
Definition: ActorValues.h:6
PROCESS_TYPE
Definition: AIProcess.h:24
std::uint32_t RefHandle
Definition: BSCoreTypes.h:6
Definition: EffectArchetypes.h:65
Definition: AIProcess.h:145
void * unk28
Definition: AIProcess.h:153
std::uint32_t unk30
Definition: AIProcess.h:154
std::uint64_t unk20
Definition: AIProcess.h:152
void * unk00
Definition: AIProcess.h:148
std::uint32_t pad34
Definition: AIProcess.h:155
void * unk18
Definition: AIProcess.h:151
Data0B8 * unk08
Definition: AIProcess.h:149
void * unk10
Definition: AIProcess.h:150
Definition: AIProcess.h:138
BGSEquipSlot * slot
Definition: AIProcess.h:140
TESForm * object
Definition: AIProcess.h:139
Definition: AIProcess.h:127
Hand
Definition: AIProcess.h:129
@ kRight
Definition: AIProcess.h:131
@ kLeft
Definition: AIProcess.h:130
@ kTotal
Definition: AIProcess.h:132
Definition: AIProcess.h:41
float value
Definition: AIProcess.h:44
std::uint16_t pad6
Definition: AIProcess.h:47
std::uint8_t pad5
Definition: AIProcess.h:46
bool invalid
Definition: AIProcess.h:45
Definition: AIProcess.h:52
float cachedDPS
Definition: AIProcess.h:87
float cachedRunSpeed
Definition: AIProcess.h:90
BooleanValue
Definition: AIProcess.h:75
@ kOwnerIsInCombatantFaction
float cachedLength
Definition: AIProcess.h:85
REX::EnumSet< BooleanValue, std::uint32_t > booleanValues
Definition: AIProcess.h:93
BSTArray< CachedValueData > actorValueCache
Definition: AIProcess.h:95
float cachedJogSpeed
Definition: AIProcess.h:91
Flags
Definition: AIProcess.h:55
@ kOwnerIsInCombatantFaction
@ kMedicineEffectivenessMult
REX::EnumSet< Flags, std::uint32_t > flags
Definition: AIProcess.h:94
float cachedEyeLevel
Definition: AIProcess.h:88
float cachedFastWalkSpeed
Definition: AIProcess.h:92
float cachedForwardLength
Definition: AIProcess.h:86
float cachedWidth
Definition: AIProcess.h:84
float cachedRadius
Definition: AIProcess.h:83
BSTArray< CachedValueData > maxActorValueCache
Definition: AIProcess.h:96
float cachedWalkSpeed
Definition: AIProcess.h:89
DEFAULT_OBJECT
Definition: BGSDefaultObjectManager.h:12
Definition: HighProcessData.h:61
Definition: MiddleHighProcessData.h:133
Definition: AIProcess.h:101
std::uint64_t unk20
Definition: AIProcess.h:108
std::uint64_t unk00
Definition: AIProcess.h:104
std::uint64_t unk18
Definition: AIProcess.h:107
std::uint64_t unk10
Definition: AIProcess.h:106
std::uint64_t unk08
Definition: AIProcess.h:105