38 void SaveGame(BGSSaveGameBuffer* a_buf)
override;
39 void LoadGame(BGSLoadGameBuffer* a_buf)
override;
Definition: ActiveEffect.h:27
Definition: ActiveEffectReferenceEffectController.h:12
bool GetAllowNo3D() override
static constexpr auto RTTI
Definition: ActiveEffectReferenceEffectController.h:14
~ActiveEffectReferenceEffectController() override
NiPoint3 windPoint
Definition: ActiveEffectReferenceEffectController.h:44
void LoadGame(BGSLoadGameBuffer *a_buf) override
TESObjectREFR * GetTargetReference() override
void RemoveHitEffect(ReferenceEffect *a_refEffect) override
void Unk_02(void) override
TESObjectREFR * GetFacingTarget() override
ActiveEffect * effect
Definition: ActiveEffectReferenceEffectController.h:42
bool EffectShouldFaceTarget() override
void SaveGame(BGSSaveGameBuffer *a_buf) override
void Unk_01(void) override
TESEffectShader * GetHitEffectShader() override
ObjectRefHandle target
Definition: ActiveEffectReferenceEffectController.h:43
const NiPoint3 & GetWindPoint() override
bool GetNoInitialFlare() override
void SetWindPoint(const NiPoint3 &a_point) override
const NiPoint3 & GetSourcePosition() override
bool GetGoryVisuals() override
void SwitchAttachedRoot(std::uint64_t a_arg2, NiNode *a_attachRoot) override
BGSArtObject * GetHitEffectArt() override
void Unk_03(void) override
bool GetUseSourcePosition() override
bool GetManagerHandlesSaveLoad() override
bool GetEffectPersists() override
Definition: BGSArtObject.h:12
Definition: ReferenceEffectController.h:16
Definition: ReferenceEffect.h:12
Definition: TESEffectShader.h:182
Definition: TESObjectREFR.h:110
Definition: AbsorbEffect.h:6
constexpr REL::ID RTTI_ActiveEffectReferenceEffectController(static_cast< std::uint64_t >(686474))