12 class BGSImpactDataSet;
13 struct BGSFootstepEvent;
14 struct BGSCombatImpactEvent;
15 struct BGSCollisionSoundEvent;
60 return func(
this, a_ref, a_impactEffect, a_nodeName, a_pickDirection, a_pickLength, a_applyNodeRotation, a_useNodeLocalRotation);
66 return func(
this, a_impactSoundData);
#define RELOCATION_ID(SE, AE)
Definition: PCH.h:505
Definition: Relocation.h:210
Definition: BGSImpactDataSet.h:13
Definition: BGSImpactData.h:16
Definition: BGSImpactManager.h:23
BSEventNotifyControl ProcessEvent(const BGSCollisionSoundEvent *a_event, BSTEventSource< BGSCollisionSoundEvent > *a_eventSource) override
bool PlayImpactDataSounds(ImpactSoundData &a_impactSoundData)
Definition: BGSImpactManager.h:62
BSEventNotifyControl ProcessEvent(const BGSCombatImpactEvent *a_event, BSTEventSource< BGSCombatImpactEvent > *a_eventSource) override
static BGSImpactManager * GetSingleton()
Definition: BGSImpactManager.h:50
bool PlayImpactEffect(TESObjectREFR *a_ref, BGSImpactDataSet *a_impactEffect, const BSFixedString &a_nodeName, NiPoint3 &a_pickDirection, float a_pickLength, bool a_applyNodeRotation, bool a_useNodeLocalRotation)
Definition: BGSImpactManager.h:56
BSEventNotifyControl ProcessEvent(const BGSFootstepEvent *a_event, BSTEventSource< BGSFootstepEvent > *a_eventSource) override
Definition: BSTEvent.h:143
Definition: NiAVObject.h:51
Definition: TESObjectREFR.h:114
Definition: AbsorbEffect.h:6
BSEventNotifyControl
Definition: BSTEvent.h:12
Definition: BGSImpactManager.h:26
BSSoundHandle * sound2
Definition: BGSImpactManager.h:33
bool playSound1
Definition: BGSImpactManager.h:34
NiAVObject * objectToFollow
Definition: BGSImpactManager.h:31
void * unk30
Definition: BGSImpactManager.h:37
BGSImpactData * impactData
Definition: BGSImpactManager.h:29
NiPoint3 * position
Definition: BGSImpactManager.h:30
bool playSound2
Definition: BGSImpactManager.h:35
BSSoundHandle * sound1
Definition: BGSImpactManager.h:32
bool unk2A
Definition: BGSImpactManager.h:36
Definition: BSSoundHandle.h:10
Definition: BSTSingleton.h:50