28 class BGSInstancedQuestObjective;
30 class bhkMouseSpringAction;
35 class ImageSpaceModifierInstanceDOF;
36 class InventoryEntryData;
37 class MenuModeChangeEvent;
38 class MenuOpenCloseEvent;
45 class UserEventEnabledEvent;
46 struct BGSActorCellEvent;
47 struct BGSActorDeathEvent;
49 struct PositionPlayerEvent;
50 struct TESQuestStageItem;
51 struct TESTrackedStatsEvent;
245 static_assert(
sizeof(
Unk00Data) == 0x18);
255 static_assert(
sizeof(
Unk18Data) == 0x18);
326 static_assert(
sizeof(
Data) == 0x128);
367 TintMask*
GetTintMask(std::uint32_t a_tintType, std::uint32_t a_index);
386 GetEventSource<T>()->AddEventSink(a_sink);
554 #ifndef SKYRIM_SUPPORT_AE
Definition: AlchemyItem.h:24
Definition: BGSLocation.h:68
Definition: BGSTextureSet.h:16
Definition: BSAtomic.h:92
Definition: BSTArray.h:378
Definition: BSTEvent.h:143
Definition: BSTEvent.h:19
Definition: BSTHashMap.h:21
Definition: BSTSmartPointer.h:37
Definition: Character.h:8
Definition: CombatGroup.h:70
Definition: DialoguePackage.h:10
Definition: ImageSpaceModifierInstanceDOF.h:9
Definition: InventoryEntryData.h:15
Definition: MagicItem.h:30
Definition: NiSmartPointer.h:9
Definition: PlayerCharacter.h:104
std::uint32_t pad44
Definition: PlayerCharacter.h:121
NiPoint3 angle
Definition: PlayerCharacter.h:112
TESObjectCELL * interior
Definition: PlayerCharacter.h:110
NiPoint3 location
Definition: PlayerCharacter.h:111
bool resetWeather
Definition: PlayerCharacter.h:117
bool isValid
Definition: PlayerCharacter.h:119
bool allowAutoSave
Definition: PlayerCharacter.h:118
RefHandle fastTravelMarker
Definition: PlayerCharacter.h:116
std::int64_t arrivalFuncData
Definition: PlayerCharacter.h:114
void(std::int64_t) ArrivalFunc_t
Definition: PlayerCharacter.h:106
TESWorldSpace * world
Definition: PlayerCharacter.h:109
RefHandle furnitureRef
Definition: PlayerCharacter.h:115
ArrivalFunc_t * arrivalFunc
Definition: PlayerCharacter.h:113
std::uint8_t pad43
Definition: PlayerCharacter.h:120
Definition: PlayerCharacter.h:144
BGSNote * unusedNote2
Definition: PlayerCharacter.h:401
PreTransformationData * preTransformationData
Definition: PlayerCharacter.h:548
BSTHashMap< const TESFaction *, CrimeGoldStruct > crimeGoldMap
Definition: PlayerCharacter.h:391
std::uint64_t unkB90
Definition: PlayerCharacter.h:545
BSSimpleList< TESQuestStageItem * > questLog
Definition: PlayerCharacter.h:410
BSTSmallArray< void *, 4 > unkBA0
Definition: PlayerCharacter.h:547
BSSimpleList< ObjectRefHandle > droppedRefList
Definition: PlayerCharacter.h:414
std::uint32_t unk984
Definition: PlayerCharacter.h:487
float grabDistance
Definition: PlayerCharacter.h:457
NiPointer< BSLight > thirdPersonLight
Definition: PlayerCharacter.h:492
TESBoundObject * lastOneHandItems[2]
Definition: PlayerCharacter.h:503
std::uint32_t unk964
Definition: PlayerCharacter.h:482
BSTArray< PerkRankData * > addedPerks
Definition: PlayerCharacter.h:402
BSTHashMap< UnkKey, UnkValue > currentSayOnceInfosMap
Definition: PlayerCharacter.h:413
static PlayerCharacter * GetSingleton()
ObjectRefHandle commandWaitMarker
Definition: PlayerCharacter.h:393
TeleportPath * playerMarkerPath
Definition: PlayerCharacter.h:476
BSSoundHandle magicFailureSound
Definition: PlayerCharacter.h:421
NiPoint3 dynamicDOFLastAngle
Definition: PlayerCharacter.h:441
std::int32_t vampireFeedDetection
Definition: PlayerCharacter.h:448
BSTHashMap< const TESFaction *, FriendshipFactionsStruct > factionOwnerFriendsMap
Definition: PlayerCharacter.h:395
std::uint64_t unkB78
Definition: PlayerCharacter.h:541
NiPoint3 exteriorPosition
Definition: PlayerCharacter.h:417
NiPointer< NiAVObject > targeted3D
Definition: PlayerCharacter.h:499
std::uint32_t mapMarkerIterator
Definition: PlayerCharacter.h:449
QueuedWeapon queuedWeaponAttachs[WEAPON_TYPE::kTotal]
Definition: PlayerCharacter.h:447
std::uint32_t padB4C
Definition: PlayerCharacter.h:537
float unk8D4
Definition: PlayerCharacter.h:458
std::uint64_t unkB68
Definition: PlayerCharacter.h:539
std::int32_t hoursToSleep
Definition: PlayerCharacter.h:468
ActorHandle autoAimActor
Definition: PlayerCharacter.h:496
void AddEventSink(BSTEventSink< T > *a_sink)
Definition: PlayerCharacter.h:384
std::int32_t difficulty
Definition: PlayerCharacter.h:523
TESRace * charGenRace
Definition: PlayerCharacter.h:534
ActorHandle lastRiddenMount
Definition: PlayerCharacter.h:471
std::uint32_t unkB04
Definition: PlayerCharacter.h:529
ByCharGenFlag
Definition: PlayerCharacter.h:165
static constexpr auto RTTI
Definition: PlayerCharacter.h:146
std::uint32_t crimeCounts[PackageNS::CRIME_TYPES::kTotal]
Definition: PlayerCharacter.h:481
BSTHashMap< const TESFaction *, StolenItemValueStruct > stolenItemValueMap
Definition: PlayerCharacter.h:392
BSTEventSource< T > * GetEventSource()
Definition: PlayerCharacter.h:378
std::uint32_t valueStolen
Definition: PlayerCharacter.h:470
PLAYER_ACTION mostRecentAction
Definition: PlayerCharacter.h:452
std::int32_t jailSentence
Definition: PlayerCharacter.h:444
bool CenterOnCell(const char *a_cellName)
RefHandle unk9BC
Definition: PlayerCharacter.h:497
ActorHandle actorDoingPlayerCommand
Definition: PlayerCharacter.h:453
std::uint8_t unk6FD
Definition: PlayerCharacter.h:439
BSTArray< ObjectRefHandle > currentMapMarkers
Definition: PlayerCharacter.h:405
BSSpinLock questTargetsLock
Definition: PlayerCharacter.h:390
AITimeStamp warnToLeaveTimeStamp
Definition: PlayerCharacter.h:432
std::uint64_t unk8D8
Definition: PlayerCharacter.h:459
BSSoundHandle shoutFailureSound
Definition: PlayerCharacter.h:422
std::uint32_t GetNumTints(std::uint32_t a_tintType)
ImageSpaceModifierInstanceDOF * vatsDOFInstance
Definition: PlayerCharacter.h:435
void AddPlayerAddItemEvent(TESObject *a_object, TESForm *a_owner, TESObjectREFR *a_container, AQUIRE_TYPE a_type)
std::uint32_t unkAC0
Definition: PlayerCharacter.h:511
NiPoint3 dynamicDOFLastPosition
Definition: PlayerCharacter.h:442
std::uint32_t pad6AC
Definition: PlayerCharacter.h:423
std::int32_t unkB88
Definition: PlayerCharacter.h:543
std::uint32_t pad6DC
Definition: PlayerCharacter.h:433
BSTHashMap< TESQuest *, BSTArray< TESQuestTarget * > * > questTargets
Definition: PlayerCharacter.h:412
std::uint32_t unk994
Definition: PlayerCharacter.h:490
std::uint32_t unk6B8
Definition: PlayerCharacter.h:425
TESForm * advanceObject
Definition: PlayerCharacter.h:502
NiPointer< Actor > GetActorDoingPlayerCommand() const
REX::EnumSet< ByCharGenFlag, std::uint8_t > byCharGenFlag
Definition: PlayerCharacter.h:527
TintMask * GetTintMask(std::uint32_t a_tintType, std::uint32_t a_index)
std::uint64_t unk9C0
Definition: PlayerCharacter.h:498
bool AttemptPickpocket(TESObjectREFR *a_containerRef, InventoryEntryData *a_entry, std::int32_t a_number, bool a_fromContainer=true)
ActorHandle lightTarget
Definition: PlayerCharacter.h:472
std::uint64_t unk940
Definition: PlayerCharacter.h:480
TESWorldSpace * cachedWorldSpace
Definition: PlayerCharacter.h:416
NiPointer< TESObjectREFR > GetGrabbedRef()
virtual void ClearAllCrimeGold(TESFaction *a_faction)
std::int32_t characterSeed
Definition: PlayerCharacter.h:486
void RemoveWeapon(BIPED_OBJECT equipIndex) override
PlayerSkills * skills
Definition: PlayerCharacter.h:495
BSTArray< TintMask * > * overlayTintMasks
Definition: PlayerCharacter.h:532
BSTArray< ActorHandle > actorsToDisplayOnTheHUDArray
Definition: PlayerCharacter.h:501
std::uint32_t sleepSeconds
Definition: PlayerCharacter.h:461
std::int8_t murder
Definition: PlayerCharacter.h:525
ImageSpaceModifierInstanceDOF * ironsightsDOFInstance
Definition: PlayerCharacter.h:434
BSTArray< BGSInstancedQuestObjective > objectives
Definition: PlayerCharacter.h:411
BSSoundHandle unusedSound
Definition: PlayerCharacter.h:420
TESRace * race2
Definition: PlayerCharacter.h:535
std::uint32_t unk934
Definition: PlayerCharacter.h:478
AlchemyItem * pendingPoison
Definition: PlayerCharacter.h:483
DialoguePackage * aiConversationRunning
Definition: PlayerCharacter.h:427
std::uint32_t unk8E0
Definition: PlayerCharacter.h:460
TESClass * defaultClass
Definition: PlayerCharacter.h:479
RefHandle forceActivateRef
Definition: PlayerCharacter.h:450
TESForm * lastKnownGoodLocation
Definition: PlayerCharacter.h:488
BSTSmartPointer< BipedAnim > largeBiped
Definition: PlayerCharacter.h:462
float dropAngleMod
Definition: PlayerCharacter.h:493
NiPoint3 lastKnownGoodPosition
Definition: PlayerCharacter.h:396
void SetAIDriven(bool a_enable)
std::int32_t numberofPickpocketWarnings
Definition: PlayerCharacter.h:430
CombatGroup * combatGroup
Definition: PlayerCharacter.h:500
REX::EnumSet< DEFAULT_OBJECT, std::int32_t > animationObjectAction
Definition: PlayerCharacter.h:521
float pickPocketWarningTimer
Definition: PlayerCharacter.h:431
virtual std::uint32_t GetNonViolentCrimeGoldValue(const TESFaction *a_faction) const
bool CenterOnCell(TESObjectCELL *a_cell)
float yieldTimer
Definition: PlayerCharacter.h:506
BGSLocation * currentLocation
Definition: PlayerCharacter.h:513
float sortActorDistanceTimer
Definition: PlayerCharacter.h:473
NiTMap< std::uint32_t, std::uint8_t > randomDoorSpaceMap
Definition: PlayerCharacter.h:415
PlayerActionObject playerActionObjects[15]
Definition: PlayerCharacter.h:451
void DestroyMouseSprings()
float sitHeadingDelta
Definition: PlayerCharacter.h:474
std::int64_t totalPlayingTime
Definition: PlayerCharacter.h:485
float grabObjectWeight
Definition: PlayerCharacter.h:456
float dynamicDOFFocusTime
Definition: PlayerCharacter.h:437
BSTArray< std::uint64_t > unkB50
Definition: PlayerCharacter.h:538
NiPoint3 cachedVelocity
Definition: PlayerCharacter.h:398
virtual void Unk_12A(void)
std::uint64_t unkB70
Definition: PlayerCharacter.h:540
TESFaction * currentPrisonFaction
Definition: PlayerCharacter.h:443
std::int8_t perkCount
Definition: PlayerCharacter.h:526
virtual void Unk_12E(void)
BSTArray< void * > imageSpaceModifierAnims1
Definition: PlayerCharacter.h:408
bool HasActorDoingCommand() const
NiPointer< BSLight > firstPersonLight
Definition: PlayerCharacter.h:491
float powerAttackTimer
Definition: PlayerCharacter.h:467
float GetDamage(InventoryEntryData *a_form)
float combatTimer
Definition: PlayerCharacter.h:505
std::int32_t unkB48
Definition: PlayerCharacter.h:536
std::uint32_t pad444
Definition: PlayerCharacter.h:394
BSTArray< ProjectileHandle > runesCast
Definition: PlayerCharacter.h:407
~PlayerCharacter() override
DialoguePackage * closestConversation
Definition: PlayerCharacter.h:424
void PlayPickupEvent(TESForm *a_item, TESForm *a_containerOwner, TESObjectREFR *a_containerRef, EventType a_eventType)
float encumberedTimer
Definition: PlayerCharacter.h:466
float lastDropAngleMod
Definition: PlayerCharacter.h:494
void SetEscaping(bool a_flag, bool a_escaped)
std::uint32_t teammateCount
Definition: PlayerCharacter.h:504
std::uint32_t pad49C
Definition: PlayerCharacter.h:399
std::uint32_t pad63C
Definition: PlayerCharacter.h:418
float stealWarningTimer
Definition: PlayerCharacter.h:429
std::uint8_t padB03
Definition: PlayerCharacter.h:528
TESImageSpaceModifier * sunGazeImageSpaceModifier
Definition: PlayerCharacter.h:518
void AddSkillExperience(ActorValue a_skill, float a_experience)
std::uint32_t unkAC4
Definition: PlayerCharacter.h:512
AITimeStamp cachedVelocityTimeStamp
Definition: PlayerCharacter.h:514
std::uint32_t padB8C
Definition: PlayerCharacter.h:544
virtual std::uint32_t GetViolentCrimeGoldValue(const TESFaction *a_faction) const
std::int32_t amountStolenSold
Definition: PlayerCharacter.h:469
ActorHandle assumedIdentity
Definition: PlayerCharacter.h:524
REX::EnumSet< GrabbingType, std::uint32_t > grabType
Definition: PlayerCharacter.h:522
NiPoint3 bulletAutoAim
Definition: PlayerCharacter.h:397
ObjectRefHandle playerMapMarker
Definition: PlayerCharacter.h:475
float GetArmorValue(InventoryEntryData *a_form)
NiPointer< NiNode > firstPerson3D
Definition: PlayerCharacter.h:463
GrabbingType
Definition: PlayerCharacter.h:158
std::uint64_t unkB80
Definition: PlayerCharacter.h:542
static constexpr auto VTABLE
Definition: PlayerCharacter.h:147
ObjectRefHandle grabbedObject
Definition: PlayerCharacter.h:455
std::uint32_t skillTrainingsThisLevel
Definition: PlayerCharacter.h:477
float greetTimer
Definition: PlayerCharacter.h:465
float sunGazeTimer
Definition: PlayerCharacter.h:517
BSTArray< BSTTuple< NiPoint3, AITimeStamp > > velocityArray
Definition: PlayerCharacter.h:406
float commandTimer
Definition: PlayerCharacter.h:516
void PlayMagicFailureSound(MagicSystem::SpellType a_spellType)
std::uint8_t unkA20[0xA0]
Definition: PlayerCharacter.h:510
float drawSheatheSafetyTimer
Definition: PlayerCharacter.h:508
float chaseTimer
Definition: PlayerCharacter.h:507
std::uint32_t pad724
Definition: PlayerCharacter.h:445
BGSTextureSet * complexion
Definition: PlayerCharacter.h:533
ImageSpaceModifierInstanceDOF * dynamicDOFInstance
Definition: PlayerCharacter.h:436
BSTArray< void * > imageSpaceModifierAnims2
Definition: PlayerCharacter.h:409
ActorValue advanceSkill
Definition: PlayerCharacter.h:519
std::uint32_t advanceAction
Definition: PlayerCharacter.h:520
BSTArray< BGSPerk * > perks
Definition: PlayerCharacter.h:403
std::uint16_t unk6FE
Definition: PlayerCharacter.h:440
float telekinesisDistance
Definition: PlayerCharacter.h:515
bool dynamicDOFFocused
Definition: PlayerCharacter.h:438
InventoryEntryData * temperingItem
Definition: PlayerCharacter.h:546
std::uint32_t unkA1C
Definition: PlayerCharacter.h:509
bool CheckCast(MagicItem *a_spell, Effect *a_effect, MagicSystem::CannotCastReason &a_reason)
PLAYER_TARGET_LOC queuedTargetLoc
Definition: PlayerCharacter.h:419
Crime * resistArrestCrime
Definition: PlayerCharacter.h:530
std::int32_t numberofStealWarnings
Definition: PlayerCharacter.h:428
void * unk728
Definition: PlayerCharacter.h:446
BSTSmallArray< hkRefPtr< bhkMouseSpringAction >, 4 > grabSpring
Definition: PlayerCharacter.h:454
BGSNote * unusedNote
Definition: PlayerCharacter.h:400
BSTArray< TintMask * > tintMasks
Definition: PlayerCharacter.h:531
static constexpr auto FORMTYPE
Definition: PlayerCharacter.h:148
BSTArray< TintMask * > & GetTintList()
float eyeHeight
Definition: PlayerCharacter.h:464
EventType
Definition: PlayerCharacter.h:151
PlayerFlags playerFlags
Definition: PlayerCharacter.h:549
TintMask * GetOverlayTintMask(TintMask *a_original)
std::uint32_t unk6BC
Definition: PlayerCharacter.h:426
std::uint32_t unk990
Definition: PlayerCharacter.h:489
std::int64_t lastPlayingTimeUpdate
Definition: PlayerCharacter.h:484
std::int32_t GetItemCount(TESBoundObject *a_object)
BSTArray< BGSPerk * > standingStonePerks
Definition: PlayerCharacter.h:404
Definition: TESBoundObject.h:24
Definition: TESClass.h:88
Definition: TESFaction.h:120
Definition: TESImageSpaceModifier.h:111
Definition: TESObjectCELL.h:115
Definition: TESObjectREFR.h:114
Definition: TESObjectWEAP.h:79
Definition: TESObject.h:11
Definition: TESRace.h:146
Definition: TESWorldSpace.h:118
SpellType
Definition: MagicSystem.h:64
CannotCastReason
Definition: MagicSystem.h:13
Definition: AbsorbEffect.h:6
constexpr REL::ID RTTI_PlayerCharacter(static_cast< std::uint64_t >(686898))
ActorValue
Definition: ActorValues.h:6
PLAYER_ACTION
Definition: PlayerCharacter.h:54
AQUIRE_TYPE
Definition: BGSAddToPlayerInventoryEvent.h:11
constexpr std::array< REL::ID, 14 > VTABLE_PlayerCharacter
Definition: Offsets_VTABLE.h:12552
std::uint32_t RefHandle
Definition: BSCoreTypes.h:6
Definition: AITimeStamp.h:6
BIPED_OBJECT
Definition: BipedObjects.h:8
Definition: BSSoundHandle.h:10
Definition: PlayerCharacter.h:76
float nonViolentCur
Definition: PlayerCharacter.h:80
float violentInfamy
Definition: PlayerCharacter.h:82
float nonViolentInfamy
Definition: PlayerCharacter.h:81
float violentCur
Definition: PlayerCharacter.h:79
Definition: PlayerCharacter.h:96
std::uint16_t friendCounts[4]
Definition: PlayerCharacter.h:99
Definition: PlayerCharacter.h:126
REX::EnumSet< PLAYER_ACTION, std::uint32_t > next
Definition: PlayerCharacter.h:131
RefHandle refObj
Definition: PlayerCharacter.h:130
float timer
Definition: PlayerCharacter.h:129
Definition: PlayerCharacter.h:172
bool everModded
Definition: PlayerCharacter.h:217
bool goToJailQueued
Definition: PlayerCharacter.h:212
bool unk1_4
Definition: PlayerCharacter.h:186
bool unk3_3
Definition: PlayerCharacter.h:201
bool unk2_0
Definition: PlayerCharacter.h:190
std::uint16_t pad6
Definition: PlayerCharacter.h:220
bool isSungazing
Definition: PlayerCharacter.h:215
bool travelUseDoor
Definition: PlayerCharacter.h:174
bool aiControlledFromPos
Definition: PlayerCharacter.h:192
bool aiControlledPackage
Definition: PlayerCharacter.h:193
bool unk1_0
Definition: PlayerCharacter.h:182
bool unk4_7
Definition: PlayerCharacter.h:213
bool unk1_1
Definition: PlayerCharacter.h:183
bool aiControlledToPos
Definition: PlayerCharacter.h:191
bool unk3_2
Definition: PlayerCharacter.h:200
bool unk0_4
Definition: PlayerCharacter.h:178
bool pad5_5
Definition: PlayerCharacter.h:219
bool unk1_3
Definition: PlayerCharacter.h:185
bool magickaTutorialShown
Definition: PlayerCharacter.h:210
bool escaping
Definition: PlayerCharacter.h:180
bool unk2_7
Definition: PlayerCharacter.h:197
bool isInThirdPersonMode
Definition: PlayerCharacter.h:198
bool unk4_2
Definition: PlayerCharacter.h:208
bool attemptedYieldInCurrentCombat
Definition: PlayerCharacter.h:204
bool greetingPlayer
Definition: PlayerCharacter.h:188
bool target3DDistant
Definition: PlayerCharacter.h:202
bool returnToLastKnownGoodPosition
Definition: PlayerCharacter.h:194
bool unk2_6
Definition: PlayerCharacter.h:196
bool shouldUpdateCrosshair
Definition: PlayerCharacter.h:207
bool unk3_1
Definition: PlayerCharacter.h:199
bool healthTutorialShown
Definition: PlayerCharacter.h:209
bool forceQuestTargetRepath
Definition: PlayerCharacter.h:181
bool fastTraveling
Definition: PlayerCharacter.h:175
bool unk1_5
Definition: PlayerCharacter.h:187
bool sleeping
Definition: PlayerCharacter.h:184
bool overAutoAimTarget
Definition: PlayerCharacter.h:176
bool isInCombat
Definition: PlayerCharacter.h:203
bool showQuestItems
Definition: PlayerCharacter.h:177
bool servingJailTime
Definition: PlayerCharacter.h:218
bool isLoading
Definition: PlayerCharacter.h:206
bool isSprinting
Definition: PlayerCharacter.h:214
bool unk3_7
Definition: PlayerCharacter.h:205
bool unk1_7
Definition: PlayerCharacter.h:189
bool hasQueuedEquipAnim
Definition: PlayerCharacter.h:179
bool isBeingChased
Definition: PlayerCharacter.h:195
bool dragonRideTargetLocked
Definition: PlayerCharacter.h:216
bool staminaTutorialShown
Definition: PlayerCharacter.h:211
Definition: PlayerCharacter.h:311
float level
Definition: PlayerCharacter.h:314
float levelThreshold
Definition: PlayerCharacter.h:316
float xp
Definition: PlayerCharacter.h:315
Definition: PlayerCharacter.h:284
Skill
Definition: PlayerCharacter.h:286
@ kIllusion
Definition: PlayerCharacter.h:302
@ kAlchemy
Definition: PlayerCharacter.h:297
@ kSneak
Definition: PlayerCharacter.h:296
@ kEnchanting
Definition: PlayerCharacter.h:304
@ kLightArmor
Definition: PlayerCharacter.h:293
@ kArchery
Definition: PlayerCharacter.h:289
@ kSmithing
Definition: PlayerCharacter.h:291
@ kDestruction
Definition: PlayerCharacter.h:301
@ kPickpocket
Definition: PlayerCharacter.h:294
@ kLockpicking
Definition: PlayerCharacter.h:295
@ kTwoHanded
Definition: PlayerCharacter.h:288
@ kOneHanded
Definition: PlayerCharacter.h:287
@ kRestoration
Definition: PlayerCharacter.h:303
@ kConjuration
Definition: PlayerCharacter.h:300
@ kTotal
Definition: PlayerCharacter.h:305
@ kAlteration
Definition: PlayerCharacter.h:299
@ kBlock
Definition: PlayerCharacter.h:290
@ kSpeech
Definition: PlayerCharacter.h:298
@ kHeavyArmor
Definition: PlayerCharacter.h:292
Definition: PlayerCharacter.h:281
SkillData skills[Skill::kTotal]
Definition: PlayerCharacter.h:323
float xp
Definition: PlayerCharacter.h:318
float levelThreshold
Definition: PlayerCharacter.h:322
std::uint32_t legendaryLevels[Skill::kTotal]
Definition: PlayerCharacter.h:324
Definition: PlayerCharacter.h:278
Data * data
Definition: PlayerCharacter.h:331
void AdvanceLevel(bool a_addThreshold)
Definition: PlayerCharacter.h:225
TESObjectWEAP * rightHandWeapon
Definition: PlayerCharacter.h:228
TESObjectWEAP * leftHandWeapon
Definition: PlayerCharacter.h:229
Definition: PlayerCharacter.h:237
TESWorldSpace * worldspace
Definition: PlayerCharacter.h:242
char pad01[7]
Definition: PlayerCharacter.h:241
bool unk00
Definition: PlayerCharacter.h:240
TESObjectCELL * interiorCell
Definition: PlayerCharacter.h:243
Definition: PlayerCharacter.h:248
std::uint64_t unk10
Definition: PlayerCharacter.h:253
std::uint64_t unk08
Definition: PlayerCharacter.h:252
RE::TESObjectREFR * unk00
Definition: PlayerCharacter.h:251
Definition: PlayerCharacter.h:234
BSTArray< Unk00Data > unk00
Definition: PlayerCharacter.h:255
std::uint64_t unk38
Definition: PlayerCharacter.h:261
BSTArray< Unk18Data > unk18
Definition: PlayerCharacter.h:259
std::uint64_t unk30
Definition: PlayerCharacter.h:260
std::uint64_t unk40
Definition: PlayerCharacter.h:262
Definition: PlayerCharacter.h:87
std::int32_t unwitnessed
Definition: PlayerCharacter.h:90
std::int32_t witnessed
Definition: PlayerCharacter.h:91