CommonLibSSE (powerof3)
Misc.h
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1 #pragma once
2 
3 #include "RE/N/NiPoint3.h"
4 
5 namespace RE
6 {
7  class Actor;
8  class IMessageBoxCallback;
9  template <class T>
10  class NiPointer;
11  class Setting;
12  class TESObjectREFR;
13  class TESForm;
14  class InventoryEntryData;
15 
16  void CreateMessage(const char* a_message, IMessageBoxCallback* a_callback, std::uint32_t a_arg3, std::uint32_t a_arg4, std::uint32_t a_arg5, const char* a_buttonText, const char* a_secondaryButtonText);
17  void CreateRefHandle(RefHandle& a_handleOut, TESObjectREFR* a_refTo);
18  void DebugNotification(const char* a_notification, const char* a_soundToPlay = 0, bool a_cancelIfAlreadyQueued = true);
19  void DebugMessageBox(const char* a_message);
20  float GetArmorFinalRating(InventoryEntryData* a_armorEntryData, float a_armorPerks, float a_skillMultiplier);
22  Setting* GetINISetting(const char* a_name);
24  bool LookupReferenceByHandle(const RefHandle& a_handle, NiPointer<Actor>& a_refrOut);
25  bool LookupReferenceByHandle(const RefHandle& a_handle, NiPointer<TESObjectREFR>& a_refrOut);
26  void PlaySound(const char* a_editorID);
27  void ShakeCamera(float a_strength, const NiPoint3& a_position, float a_duration);
28 }
Definition: IMessageBoxCallback.h:8
Definition: InventoryEntryData.h:15
Definition: NiPoint3.h:6
Definition: NiSmartPointer.h:9
Definition: Setting.h:8
Definition: TESObjectREFR.h:114
Definition: AbsorbEffect.h:6
float GetSecondsSinceLastFrame()
std::uint32_t GetDurationOfApplicationRunTime()
void ShakeCamera(float a_strength, const NiPoint3 &a_position, float a_duration)
Setting * GetINISetting(const char *a_name)
float GetArmorFinalRating(InventoryEntryData *a_armorEntryData, float a_armorPerks, float a_skillMultiplier)
NiPointer(T *) -> NiPointer< T >
void CreateMessage(const char *a_message, IMessageBoxCallback *a_callback, std::uint32_t a_arg3, std::uint32_t a_arg4, std::uint32_t a_arg5, const char *a_buttonText, const char *a_secondaryButtonText)
void DebugMessageBox(const char *a_message)
void DebugNotification(const char *a_notification, const char *a_soundToPlay=0, bool a_cancelIfAlreadyQueued=true)
void PlaySound(const char *a_editorID)
void CreateRefHandle(RefHandle &a_handleOut, TESObjectREFR *a_refTo)
std::uint32_t RefHandle
Definition: BSCoreTypes.h:6
bool LookupReferenceByHandle(const RefHandle &a_handle, NiPointer< Actor > &a_refrOut)