188 static_assert(
sizeof(
Data) == 0x38);
217 static_assert(
sizeof(
ScopeArt) == 0x30);
Definition: BGSBlockBashData.h:9
Definition: BGSEquipType.h:9
Definition: BGSImpactDataSet.h:13
Definition: BGSKeyword.h:10
Definition: BGSMessageIcon.h:9
Definition: BGSPickupPutdownSounds.h:10
Definition: BGSPreloadable.h:8
Definition: NiAVObject.h:51
Definition: SpellItem.h:16
Definition: TESBoundObject.h:24
Definition: TESDescription.h:12
Definition: TESEffectShader.h:182
Definition: TESFullName.h:9
Definition: TESModelTextureSwap.h:10
Definition: TESModel.h:16
Definition: TESObjectSTAT.h:30
Definition: TESObjectWEAP.h:79
void InitItemImpl() override
bool IsOneHandedDagger() const
const char * GetObjectTypeName() const override
static constexpr auto RTTI
Definition: TESObjectWEAP.h:81
std::uint32_t pad21C
Definition: TESObjectWEAP.h:274
void GetNodeName(char *a_dstBuff) const
BGSSoundDescriptorForm * attackSound2D
Definition: TESObjectWEAP.h:263
CriticalData criticalData
Definition: TESObjectWEAP.h:260
void LoadGame(BGSLoadFormBuffer *a_buf) override
bool Load(TESFile *a_mod) override
BGSKeyword * GetDefaultKeyword() const override
TESObjectSTAT * firstPersonModelObject
Definition: TESObjectWEAP.h:270
BGSSoundDescriptorForm * attackSound
Definition: TESObjectWEAP.h:262
bool IsHandToHandMelee() const
float GetMaxRange() const
~TESObjectWEAP() override
static constexpr auto FORMTYPE
Definition: TESObjectWEAP.h:83
void InitializeData() override
ScopeArt * scopeArt
Definition: TESObjectWEAP.h:261
BGSSoundDescriptorForm * equipSound
Definition: TESObjectWEAP.h:267
TESFile * GetDescriptionOwnerFile() const override
BSFixedString embeddedNode
Definition: TESObjectWEAP.h:272
REX::EnumSet< SOUND_LEVEL, std::uint32_t > soundLevel
Definition: TESObjectWEAP.h:273
bool IsOneHandedSword() const
bool IsTwoHandedAxe() const
BGSImpactDataSet * impactDataSet
Definition: TESObjectWEAP.h:269
bool IsOneHandedMace() const
bool IsOneHandedAxe() const
static constexpr auto VTABLE
Definition: TESObjectWEAP.h:82
TESObjectWEAP * templateWeapon
Definition: TESObjectWEAP.h:271
Data weaponData
Definition: TESObjectWEAP.h:259
float GetMinRange() const
void SaveGame(BGSSaveFormBuffer *a_buf) override
BGSSoundDescriptorForm * attackLoopSound
Definition: TESObjectWEAP.h:264
BGSSoundDescriptorForm * attackFailSound
Definition: TESObjectWEAP.h:265
BGSSoundDescriptorForm * idleSound
Definition: TESObjectWEAP.h:266
WEAPON_TYPE GetWeaponType() const
NiAVObject * GetFireNode(NiAVObject *a_root) const
std::uint16_t GetCritDamage() const
bool IsTwoHandedSword() const
bool GetPlayable() const override
BGSSoundDescriptorForm * unequipSound
Definition: TESObjectWEAP.h:268
void ClearData() override
Definition: AbsorbEffect.h:6
WEAPON_RUMBLE_PATTERN
Definition: TESObjectWEAP.h:35
WEAPONHITBEHAVIOR
Definition: TESObjectWEAP.h:27
constexpr std::array< REL::ID, 16 > VTABLE_TESObjectWEAP
Definition: Offsets_VTABLE.h:12874
constexpr REL::ID RTTI_TESObjectWEAP(static_cast< std::uint64_t >(513916))
Definition: TESObjectWEAP.h:191
REX::EnumSet< Flag, std::uint8_t > flags
Definition: TESObjectWEAP.h:204
std::uint16_t damage
Definition: TESObjectWEAP.h:203
Flag
Definition: TESObjectWEAP.h:194
@ kOnDeath
Definition: TESObjectWEAP.h:196
@ kNone
Definition: TESObjectWEAP.h:195
std::uint32_t pad04
Definition: TESObjectWEAP.h:201
float prcntMult
Definition: TESObjectWEAP.h:200
SpellItem * effect
Definition: TESObjectWEAP.h:202
std::uint8_t pad13
Definition: TESObjectWEAP.h:205
std::uint32_t pad14
Definition: TESObjectWEAP.h:206
Definition: TESObjectWEAP.h:113
float minRange
Definition: TESObjectWEAP.h:172
float animationAttackMult
Definition: TESObjectWEAP.h:174
RangedData * rangedData
Definition: TESObjectWEAP.h:169
REX::EnumSet< AttackAnimation, std::uint8_t > attackAnimation
Definition: TESObjectWEAP.h:182
REX::EnumSet< Flag, std::uint8_t > flags
Definition: TESObjectWEAP.h:185
float staggerValue
Definition: TESObjectWEAP.h:176
REX::EnumSet< ActorValue, std::uint32_t > skill
Definition: TESObjectWEAP.h:178
REX::EnumSet< WEAPON_TYPE, std::uint8_t > animationType
Definition: TESObjectWEAP.h:184
std::uint8_t unk37
Definition: TESObjectWEAP.h:186
float maxRange
Definition: TESObjectWEAP.h:173
Flag
Definition: TESObjectWEAP.h:156
@ kIgnoresNormalWeaponResistance
@ kDontUseFirstPersonISAnim
REX::EnumSet< Flag2, std::uint16_t > flags2
Definition: TESObjectWEAP.h:180
REX::EnumSet< ActorValue, std::uint32_t > resistance
Definition: TESObjectWEAP.h:179
REX::EnumSet< WEAPONHITBEHAVIOR, std::uint32_t > hitBehavior
Definition: TESObjectWEAP.h:177
Flag2
Definition: TESObjectWEAP.h:116
@ kOverridesConditionDamage
@ kDontUse3rdPersonISAnim
std::uint8_t baseVATSToHitChance
Definition: TESObjectWEAP.h:181
float reach
Definition: TESObjectWEAP.h:171
float damageToWeaponMult
Definition: TESObjectWEAP.h:175
float speed
Definition: TESObjectWEAP.h:170
REX::EnumSet< ActorValue, std::uint8_t > embeddedWeaponAV
Definition: TESObjectWEAP.h:183
AttackAnimation
Definition: TESObjectWEAP.h:134
Definition: TESObjectWEAP.h:97
float sightFOV
Definition: TESObjectWEAP.h:100
std::int8_t numProjectiles
Definition: TESObjectWEAP.h:106
std::uint8_t pad19
Definition: TESObjectWEAP.h:107
float fireRate
Definition: TESObjectWEAP.h:101
float firingRumbleRightMotorStrength
Definition: TESObjectWEAP.h:103
float firingRumbleDuration
Definition: TESObjectWEAP.h:104
std::uint16_t pad1A
Definition: TESObjectWEAP.h:108
float firingRumbleLeftMotorStrength
Definition: TESObjectWEAP.h:102
float attackShotsPerSec
Definition: TESObjectWEAP.h:105
Definition: TESObjectWEAP.h:86
RecordFlag
Definition: TESObjectWEAP.h:88
@ kIgnored
Definition: TESObjectWEAP.h:92
@ kDeleted
Definition: TESObjectWEAP.h:91
@ kHasInheritedFromTemplate
Definition: TESObjectWEAP.h:90
@ kNonPlayable
Definition: TESObjectWEAP.h:89
Definition: TESObjectWEAP.h:211
TESEffectShader * unk28
Definition: TESObjectWEAP.h:215
TESModel unk00
Definition: TESObjectWEAP.h:214
Definition: TESObjectWEAP.h:43
WEAPON_TYPE
Definition: TESObjectWEAP.h:45
@ kHandToHandMelee
Definition: TESObjectWEAP.h:46
@ kOneHandMace
Definition: TESObjectWEAP.h:50
@ kTotal
Definition: TESObjectWEAP.h:57
@ kOneHandSword
Definition: TESObjectWEAP.h:47
@ kTwoHandAxe
Definition: TESObjectWEAP.h:52
@ kTwoHandSword
Definition: TESObjectWEAP.h:51
@ kBow
Definition: TESObjectWEAP.h:53
@ kOneHandDagger
Definition: TESObjectWEAP.h:48
@ kCrossbow
Definition: TESObjectWEAP.h:55
@ kStaff
Definition: TESObjectWEAP.h:54
@ kOneHandAxe
Definition: TESObjectWEAP.h:49