CommonLibSSE (powerof3)
Loading...
Searching...
No Matches
Actor.h
Go to the documentation of this file.
1#pragma once
2
3#include "RE/A/AITimeStamp.h"
4#include "RE/A/ActiveEffect.h"
5#include "RE/A/ActorState.h"
7#include "RE/A/ActorValues.h"
12#include "RE/B/BSTArray.h"
13#include "RE/B/BSTEvent.h"
14#include "RE/B/BSTList.h"
16#include "RE/B/BSTTuple.h"
18#include "RE/E/EmotionTypes.h"
19#include "RE/F/FormTypes.h"
21#include "RE/M/MagicSystem.h"
22#include "RE/M/MagicTarget.h"
23#include "RE/N/NiSmartPointer.h"
24#include "RE/T/TESNPC.h"
25#include "RE/T/TESObjectREFR.h"
26
27namespace RE
28{
29 class ActorMagicCaster;
30 class ActorMover;
31 class AIProcess;
32 class bhkCharacterController;
33 class bhkCharacterMoveFinishEvent;
34 class BipedAnim;
35 class BSTransformDeltaEvent;
36 class CombatController;
37 class CombatGroup;
38 class ExtraDataList;
39 class InventoryEntryData;
40 class MovementControllerNPC;
41 class MovementMessageActorCollision;
42 class NiRefObject;
43 class PackageLocation;
44 class PerkEntryVisitor;
45 class TrespassPackage;
46 struct ActorMotionFeedbackData;
47 struct ActorMotionFeedbackOutput;
48
50 {
51 kNone = 0,
52 kGooStart = 1,
53 kGooEnd = 2,
56
57 kTotal
58 };
59
60 struct Modifiers
61 {
62 public:
63 // members
65 };
66 static_assert(sizeof(Modifiers) == 0xC);
67
69 {
70 public:
71 template <class T>
72 struct LocalMap
73 {
74 public:
75 T* operator[](ActorValue a_actorValue)
76 {
77 return GetAt(static_cast<char>(a_actorValue));
78 }
79
80 const T* operator[](ActorValue a_actorValue) const
81 {
82 return GetAt(static_cast<char>(a_actorValue));
83 }
84
85 // members
87 T* entries; // 08
88
89 private:
90 [[nodiscard]] T* GetAt(char a_actorValue) const
91 {
92 auto akVals = actorValues.data();
93 if (akVals && entries) {
94 std::uint32_t idx = 0;
95 while (akVals[idx] != '\0') {
96 if (akVals[idx] == a_actorValue) {
97 break;
98 }
99 ++idx;
100 }
101
102 if (akVals[idx] != '\0') {
103 return std::addressof(entries[idx]);
104 }
105 }
106 return 0;
107 }
108 };
109 static_assert(sizeof(LocalMap<float>) == 0x10);
110
111 // members
114 };
115 static_assert(sizeof(ActorValueStorage) == 0x20);
116
118
119 class Actor :
120 public TESObjectREFR, // 000
121 public MagicTarget, // 098
122 public ActorValueOwner, // 0B0
123 public ActorState, // 0B8
124 public BSTEventSink<BSTransformDeltaEvent>, // 0C8
125 public BSTEventSink<bhkCharacterMoveFinishEvent>, // 0D0
127 {
128 private:
130
131 public:
132 inline static constexpr auto RTTI = RTTI_Actor;
133 inline static constexpr auto FORMTYPE = FormType::ActorCharacter;
134
136 {
137 enum
138 {
143
144 kTotal
145 };
146 };
147
148 enum class BOOL_BITS
149 {
150 kNone = 0,
151 kDelayUpdateScenegraph = 1 << 0,
152 kProcessMe = 1 << 1,
153 kMurderAlarm = 1 << 2,
154 kHasSceneExtra = 1 << 3,
155 kHeadingFixed = 1 << 4,
156 kSpeakingDone = 1 << 5,
158 kSoundFileDone = 1 << 7,
159 kVoiceFileDone = 1 << 8,
160 kInTempChangeList = 1 << 9,
161 kDoNotRunSayToCallback = 1 << 10,
162 kDead = 1 << 11,
163 kForceGreetingPlayer = 1 << 12,
164 kForceUpdateQuestTarget = 1 << 13,
165 kSearchingInCombat = 1 << 14,
166 kAttackOnNextTheft = 1 << 15,
167 kEvpBuffered = 1 << 16,
168 kResetAI = 1 << 17,
169 kInWater = 1 << 18,
170 kSwimming = 1 << 19,
171 kVoicePausedByScript = 1 << 20,
172 kWasInFrustrum = 1 << 21,
173 kShouldRotateToTrack = 1 << 22,
174 kSetOnDeath = 1 << 23,
175 kDoNotPadVoice = 1 << 24,
176 kFootIKInRange = 1 << 25,
177 kPlayerTeammate = 1 << 26,
178 kGivePlayerXP = 1 << 27,
179 kSoundCallbackSuccess = 1 << 28,
180 kUseEmotion = 1 << 29,
181 kGuard = 1 << 30,
182 kParalyzed = 1 << 31
183 };
184
185 enum class BOOL_FLAGS
186 {
187 kNone = 0,
188 kScenePackage = 1 << 0,
189 kIsAMount = 1 << 1,
190 kMountPointClear = 1 << 2,
191 kGettingOnOffMount = 1 << 3,
192 kInRandomScene = 1 << 4,
193 kNoBleedoutRecovery = 1 << 5,
194 kInBleedoutAnimation = 1 << 6,
195 kCanDoFavor = 1 << 7,
196 kShouldAnimGraphUpdate = 1 << 8,
198 kBribedByPlayer = 1 << 10,
199 kAngryWithPlayer = 1 << 11,
200 kIsTrespassing = 1 << 12,
201 kCanSpeak = 1 << 13,
202 kIsInKillMove = 1 << 14,
203 kAttackOnSight = 1 << 15,
204 kIsCommandedActor = 1 << 16,
205 kForceOneAnimgraphUpdate = 1 << 17,
206 kEssential = 1 << 18,
207 kProtected = 1 << 19,
208 kAttackingDisabled = 1 << 20,
209 kCastingDisabled = 1 << 21,
210 kSceneHeadTrackRotation = 1 << 22,
211 kForceIncMinBoneUpdate = 1 << 23,
212 kCrimeSearch = 1 << 24,
213 kMovingIntoLoadedArea = 1 << 25,
214 kDoNotShowOnStealthMeter = 1 << 26,
215 kMovementBlocked = 1 << 27,
217 kForceAnimGraphUpdate = 1 << 29,
218 kCheckAddEffectDualCast = 1 << 30,
219 kUnderwater = 1 << 31
220 };
221
223 {
224 enum ChangeFlag : std::uint32_t
225 {
226 kLifeState = 1 << 10,
230 kLeveledActor = 1 << 18,
231 kDispModifiers = 1 << 19,
232 kTempModifiers = 1 << 20,
236 };
237 };
238
240 {
241 enum RecordFlag : std::uint32_t
242 {
243 kDeleted = 1 << 5,
244 kStartsDead = 1 << 9,
245 kPersistent = 1 << 10,
247 kIgnored = 1 << 12,
248 kNoAIAcquire = 1 << 25,
249 kDontHavokSettle = 1 << 29
250 };
251 };
252
254 {
255 public:
256 inline static constexpr auto RTTI = RTTI_Actor__ForEachSpellVisitor;
257
258 virtual ~ForEachSpellVisitor() = default; // 00
259
260 // add
261 virtual BSContainer::ForEachResult Visit(SpellItem* a_spell) = 0; // 01
262 };
263
264 ~Actor() override; // 000
265
266 // override (TESObjectREFR)
267 void SaveGame(BGSSaveFormBuffer* a_buf) override; // 00E
268 void LoadGame(BGSLoadFormBuffer* a_buf) override; // 00F
269 void InitLoadGame(BGSLoadFormBuffer* a_buf) override; // 010
270 void FinishLoadGame(BGSLoadFormBuffer* a_buf) override; // 011
271 void Revert(BGSLoadFormBuffer* a_buf) override; // 012
272 void InitItemImpl() override; // 013
273 void SetDelete(bool a_set) override; // 023
274 void Predestroy() override; // 03B
275 BGSLocation* GetEditorLocation1() const override; // 03C - { return editorLocation; }
276 bool GetEditorLocation2(NiPoint3& a_outPos, NiPoint3& a_outRot, TESForm*& a_outWorldOrCell, TESObjectCELL* a_fallback) override; // 03D
277 void ForceEditorLocation(BGSLocation* a_location) override; // 03E - { editorLocation = a_location; }
278 void Update3DPosition(bool a_warp) override; // 03F
279 void UpdateSoundCallBack(bool a_endSceneAction) override; // 040
280 bool SetDialogueWithPlayer(bool a_flag, bool a_forceGreet, TESTopicInfo* a_topic) override; // 041
281 BGSAnimationSequencer* GetSequencer(void) const override; // 045 - { return currentProcess->high->animSequencer; }
282 bool HasKeywordHelper(const BGSKeyword* a_keyword) const override; // 048
283 TESPackage* CheckForCurrentAliasPackage() override; // 049 - { return 0; }
284 BGSScene* GetCurrentScene() const override; // 04A
285 void SetCurrentScene(BGSScene* a_scene) override; // 04B
286 bool UpdateInDialogue(DialogueResponse* a_response, bool a_unused) override; // 04C
287 BGSDialogueBranch* GetExclusiveBranch() const override; // 04D - { return exclusiveBranch; }
288 void SetExclusiveBranch(BGSDialogueBranch* a_branch) override; // 04E - { exclusiveBranch = a_arg1; }
289 void PauseCurrentDialogue(void) override; // 04F
290 NiPoint3 GetStartingAngle() const override; // 052
291 NiPoint3 GetStartingLocation() const override; // 053
292 ObjectRefHandle RemoveItem(TESBoundObject* a_item, std::int32_t a_count, ITEM_REMOVE_REASON a_reason, ExtraDataList* a_extraList, TESObjectREFR* a_moveToRef, const NiPoint3* a_dropLoc = 0, const NiPoint3* a_rotate = 0) override; // 056
293 bool AddWornItem(TESBoundObject* a_item, std::int32_t a_count, bool a_forceEquip, std::uint32_t a_arg4, std::uint32_t a_arg5) override; // 057
294 void DoTrap1(TrapData& a_data) override; // 058
295 void DoTrap2(TrapEntry* a_trap, TargetEntry* a_target) override; // 059
296 void AddObjectToContainer(TESBoundObject* a_object, ExtraDataList* a_extraList, std::int32_t a_count, TESObjectREFR* a_fromRefr) override; // 05A
297 NiPoint3 GetLookingAtLocation() const override; // 05B
299 MagicTarget* GetMagicTarget() override; // 05D - { return static_cast<MagicTarget*>(this); }
300 bool IsChild() const override; // 05E - { return false; }
302 bool DetachHavok(NiAVObject* a_obj3D) override; // 065
303 void InitHavok() override; // 066
304 void Unk_67(void) override; // 067 - related to vampire lord cape
305 void Unk_68(void) override; // 068 - verlet physics
306 void Unk_69(void) override; // 069 - verlet physics
307 NiAVObject* Load3D(bool a_arg1) override; // 06A
308 void Set3D(NiAVObject* a_object, bool a_queue3DTasks = true) override; // 06C
309 bool PopulateGraphProjectsToLoad(void) const override; // 072
310 NiPoint3 GetBoundMin() const override; // 073
311 NiPoint3 GetBoundMax() const override; // 074
312 void Unk_75(void) override; // 075 - "ActorValue GetWeaponSkill()"? really weird call, only works for right hand, and defaults to 1
313 void Unk_78(void) override; // 078
314 void ModifyAnimationUpdateData(BSAnimationUpdateData& a_data) override; // 079
315 bool ShouldSaveAnimationOnUnloading() const override; // 07A - { return false; }
316 bool ShouldSaveAnimationOnSaving() const override; // 07B
317 bool ShouldPerformRevert() const override; // 07C
318 void UpdateAnimation(float a_delta) override; // 07D
319 void Unk_82(void) override; // 082
320 void SetObjectReference(TESBoundObject* a_object) override; // 084
321 void MoveHavok(bool a_forceRec) override; // 085
322 void GetLinearVelocity(NiPoint3& a_velocity) const override; // 086
323 void SetActionComplete(bool a_set) override; // 087
324 void Disable() override; // 089
325 void ResetInventory(bool a_leveledOnly) override; // 08A
326 NiNode* GetFireNode() override; // 08B
327 void SetFireNode(NiNode* a_fireNode) override; // 08C
328 bool OnAddCellPerformQueueReference(TESObjectCELL& a_cell) const override; // 090
329 void DoMoveToHigh() override; // 091
330 void TryMoveToMiddleLow() override; // 092
332 void TryUpdateActorLastSeenTime() override; // 095
333 void Unk_96(void) override; // 096
334 void SetParentCell(TESObjectCELL* a_cell) override; // 098
335 bool IsDead(bool a_notEssential = true) const override; // 099
336 bool ProcessInWater(hkpCollidable* a_collidable, float a_waterHeight, float a_deltaTime) override; // 09C
337 bool ApplyCurrent(float a_velocityTime, const hkVector4& a_velocity) override; // 09D
338 TESAmmo* GetCurrentAmmo() const override; // 09E
339 void UnequipItem(std::uint64_t a_arg1, TESBoundObject* a_object) override; // 0A1
340
341 // override (MagicTarget)
342 Actor* GetTargetStatsObject() override; // 002 - { return this; }
343 bool MagicTargetIsActor() const override; // 003 - { return true; }
345
346 // add
347 virtual void Unk_A2(void); // 0A2
348 virtual void PlayPickUpSound(TESBoundObject* a_object, bool a_pickup, bool a_use); // 0A3
349 virtual float GetHeading(bool a_ignoreRaceSettings) const; // 0A4
350 virtual void SetAvoidanceDisabled(bool a_set); // 0A5 - { return; }
351 virtual void DrawWeaponMagicHands(bool a_draw); // 0A6
352 virtual void DetachCharController(); // 0A7
353 virtual void RemoveCharController(); // 0A8
354 virtual void SetPosition(const NiPoint3& a_pos, bool a_updateCharController); // 0A9
355 virtual void KillDying(); // 0AA
356 virtual void Resurrect(bool a_resetInventory, bool a_attach3D); // 0AB
357 virtual bool PutActorOnMountQuick(); // 0AC
358 virtual void Update(float a_delta); // 0AD
359 virtual void UpdateNoAI(float a_delta); // 0AE - { return UpdateActor3DPosition(); }
361 virtual void PotentiallyFixRagdollState(); // 0B0
362 virtual void UpdateNonRenderSafe(float a_delta); // 0B1
363 virtual void OnItemEquipped(bool a_playAnim); // 0B2
364 virtual void Unk_B3(void); // 0B3 - { return 1; }
365 virtual void Unk_B4(void); // 0B4
366 virtual void SetCrimeGoldValue(TESFaction* a_faction, bool a_violent, std::uint32_t a_amount); // 0B5
367 virtual void ModCrimeGoldValue(TESFaction* a_faction, bool a_violent, std::int32_t a_amount); // 0B6
368 virtual void RemoveCrimeGoldValue(TESFaction* a_faction, bool a_violent, std::int32_t a_amount); // 0B7
369 virtual std::uint32_t GetCrimeGoldValue(const TESFaction* a_faction) const; // 0B8
370 virtual void GoToPrison(TESFaction* a_faction, bool a_removeInventory, bool a_realJail); // 0B9 - { return; }
371 virtual void ServePrisonTime(); // 0BA - { return; }
372 virtual void PayFine(TESFaction* a_faction, bool a_goToJail, bool a_removeStolenItems); // 0BB - { return; }
373 virtual bool GetCannibal(); // 0BC - { return false; }
374 virtual void SetCannibal(bool a_set); // 0BD - { return; }
375 virtual bool GetVampireFeed(); // 0BE - { return false; }
376 virtual void SetVampireFeed(bool a_set); // 0BF - { return; }
377 virtual void InitiateVampireFeedPackage(Actor* a_target, TESObjectREFR* a_furniture); // 0C0 - { return; }
378 virtual void InitiateCannibalPackage(Actor* a_target); // 0C1 - { return; }
379 virtual void GetEyeVector(NiPoint3& a_origin, NiPoint3& a_direction, bool a_includeCameraOffset); // 0C2
380 virtual void SetRefraction(bool a_enable, float a_refraction); // 0C3
381 virtual void Unk_C4(void); // 0C4 - { return; }
382 virtual void Unk_C5(void); // 0C5 - { return 1; }
383 virtual void Unk_C6(void) = 0; // 0C6
384 virtual float GetAcrobatics() const; // 0C7 - { return 1.0; }
385 virtual bhkCharacterController* Move(float a_arg2, const NiPoint3& a_position); // 0C8
386 virtual void Unk_C9(void); // 0C9
387 virtual void OnArmorActorValueChanged(); // 0CA - { return; }
388 virtual ObjectRefHandle DropObject(const TESBoundObject* a_object, ExtraDataList* a_extraList, std::int32_t a_count, const NiPoint3* a_dropLoc = 0, const NiPoint3* a_rotate = 0); // 0CB
389 virtual void PickUpObject(TESObjectREFR* a_object, std::int32_t a_count, bool a_arg3 = false, bool a_playSound = true); // 0CC
390 virtual void AttachArrow(const BSTSmartPointer<BipedAnim>& a_biped); // 0CD
391 virtual void DetachArrow(const BSTSmartPointer<BipedAnim>& a_biped); // 0CE
392 virtual bool AddShout(TESShout* a_shout); // 0CF
393 virtual void UnlockWord(TESWordOfPower* a_power); // 0D0 - { return; }
394 virtual void Unk_D1(void); // 0D1
395 virtual std::uint32_t UseAmmo(std::uint32_t a_shotCount); // 0D2
396 virtual bool CalculateCachedOwnerIsInCombatantFaction() const; // 0D3
397 virtual CombatGroup* GetCombatGroup() const; // 0D4
398 virtual void SetCombatGroup(CombatGroup* a_group); // 0D5
399 virtual bool CheckValidTarget(TESObjectREFR& a_target); // 0D6
400 virtual bool InitiateTresPassPackage(TrespassPackage* a_trespassPackage); // 0D7 - { return 0; }
401 virtual void InitiateDialogue(Actor* a_target, PackageLocation* a_loc1, PackageLocation* a_loc2); // 0D8
402 virtual void SetSize(float a_size); // 0D9
403 virtual void EndDialogue(); // 0DA
404 virtual Actor* SetUpTalkingActivatorActor(Actor* a_target, Actor*& a_activator); // 0DB
405 virtual void InitiateSpectator(Actor* a_target); // 0DC - { return; }
406 virtual void InitiateFlee(TESObjectREFR* a_fleeRef, bool a_runOnce, bool a_knows, bool a_combatMode, TESObjectCELL* a_cell, TESObjectREFR* a_ref, float a_fleeFromDist, float a_fleeToDist); // 0DD
407 virtual void InitiateGetUpPackage(); // 0DE
408 virtual void PutCreatedPackage(TESPackage* a_package, bool a_tempPackage, bool a_createdPackage, bool a_allowFromFurniture); // 0DF
409 virtual void UpdateAlpha(); // 0E0
410 virtual void SetAlpha(float a_alpha = 1.0); // 0E1
411 virtual float GetAlpha(); // 0E2
412 virtual bool IsInCombat() const; // 0E3
413 virtual void UpdateCombat(); // 0E4
414 virtual void StopCombat(); // 0E5
415 virtual float CalcArmorRating(); // 0E6 - { return 0.0; }
416 virtual float GetArmorBaseFactorSum(); // 0E7 - { return 0.0; }
417 virtual float CalcUnarmedDamage(); // 0E8 - { return 0; }
418 virtual void Unk_E9(void); // 0E9 - { return 0; }
419 virtual void Unk_EA(void); // 0EA - { return 0; }
420 virtual float GetRunSpeed(); // 0EB
421 virtual float GetJogSpeed(); // 0EC
422 virtual float GetFastWalkSpeed(); // 0ED
423 virtual float GetWalkSpeed(); // 0EE
424 virtual void WeaponSwingCallBack(); // 0EF
425 virtual void SetActorStartingPosition(); // 0F0
426 virtual bool MoveToHigh(); // 0F1
427 virtual bool MovetoLow(); // 0F2
428 virtual bool MovetoMiddleLow(); // 0F3
429 virtual bool MoveToMiddleHigh(); // 0F4
430 virtual bool HasBeenAttacked() const; // 0F5
431 virtual void SetBeenAttacked(bool a_set); // 0F6
432 virtual void UseSkill(ActorValue a_av, float a_points, TESForm* a_arg3); // 0F7 - { return; }
433 virtual bool IsAtPoint(const NiPoint3& a_point, float a_radius, bool a_expandRadius, bool a_alwaysTestHeight); // 0F8
434 virtual bool IsInFaction(const TESFaction* faction) const; // 0F9
435 virtual void ForEachPerk(PerkEntryVisitor& a_visitor) const; // 0FA
436 virtual void AddPerk(BGSPerk* a_perk, std::uint32_t a_rank = 0); // 0FB - { return; }
437 virtual void RemovePerk(BGSPerk* a_perk); // 0FC - { return; }
438 virtual void ApplyTemporaryPerk(BGSPerk* a_perk); // 0FD - { return; }
439 virtual void RemoveTemporaryPerk(BGSPerk* a_perk); // 0FE - { return; }
440 virtual bool HasPerkEntries(EntryPoint a_entryType) const; // 0FF
441 virtual void ForEachPerkEntry(EntryPoint a_entryType, PerkEntryVisitor& a_visitor) const; // 100
442 virtual void ApplyPerksFromBase(); // 101
443 virtual void StartPowerAttackCoolDown(); // 102 - { return; }
444 virtual bool IsPowerAttackCoolingDown() const; // 103 - { return false; }
445 virtual void HandleHealthDamage(Actor* a_attacker, float a_damage); // 104
446 virtual void Unk_105(void); // 105
447 virtual void Unk_106(void); // 106 - { return; }
448 virtual bool QSpeakingDone() const; // 107 - { return ~(unk0E0 >> 5) & 1; }
449 virtual void SetSpeakingDone(bool a_set); // 108
450 virtual void CreateMovementController(); // 109
451 virtual EmotionType GetEmotionType(); // 10A - { return unk16C; }
452 virtual void SetEmotionType(EmotionType a_emotionType); // 10B - { unk16C = a_arg1; }
453 virtual std::uint32_t GetEmotionValue(); // 10C - { return unk170; }
454 virtual void SetEmotionValue(std::uint32_t a_emotionValue); // 10D - { unk170 = a_arg1; }
455 virtual void KillImpl(Actor* a_attacker, float a_damage, bool a_sendEvent, bool a_ragdollInstant); // 10E
456 virtual bool DrinkPotion(AlchemyItem* a_potion, ExtraDataList* a_extralist); // 10F
457 virtual bool CheckCast(MagicItem* a_spell, bool a_dualCast, MagicSystem::CannotCastReason* a_reason); // 110
458 virtual void CheckTempModifiers(); // 111 - { return; }
459 virtual std::int32_t GetCurrentShoutLevel(); // 112 - return -1 on error
460 virtual void SetLastRiddenMount(ActorHandle a_mount); // 113 - { return; }
461 virtual ActorHandle QLastRiddenMount() const; // 114 - { return {}; }
462 virtual bool CalculateCachedOwnerIsUndead() const; // 115
463 virtual bool CalculateCachedOwnerIsNPC() const; // 116
464 virtual void Unk_117(void); // 117 - { return; }
465 virtual void InitValues(); // 118
466 virtual const BSFixedString& GetResponseString() const; // 119 - { return "ActorResponse"; }
467 virtual void ModifyMovementData(float a_delta, NiPoint3& a_arg3, NiPoint3& a_arg4); // 11A
468 virtual void UpdateCombatControllerSettings(); // 11B
469 virtual void UpdateFadeSettings(bhkCharacterController* a_controller); // 11C
470 virtual bool ComputeMotionFeedbackSpeedAndDirection(const ActorMotionFeedbackData& a_data, float a_delta, ActorMotionFeedbackOutput& a_output); // 11D
471 virtual bool UpdateFeedbackGraphSpeedAndDirection(const ActorMotionFeedbackOutput& a_output); // 11E
472 virtual void UpdateActor3DPosition(); // 11F
473 virtual void PrecacheData(); // 120
474 virtual void WornArmorChanged(void); // 121
475 virtual void ProcessTracking(float a_delta, NiAVObject* a_obj3D); // 122
476 virtual void Unk_123(void); // 123
477 virtual void CreateActorMover(); // 124
478 virtual void DestroyActorMover(); // 125
479 virtual bool ShouldRespondToActorCollision(const MovementMessageActorCollision& a_msg, const ActorHandlePtr& a_target); // 126
480 virtual float CheckClampDamageModifier(ActorValue a_av, float a_delta); // 127
481
483 static bool LookupByHandle(RefHandle a_refHandle, NiPointer<Actor>& a_refrOut);
484
486 bool AddSpell(SpellItem* a_spell);
487 void AddToFaction(TESFaction* a_faction, std::int8_t a_rank);
488 void AllowBleedoutDialogue(bool a_canTalk);
489 void AllowPCDialogue(bool a_talk);
490 bool CanAttackActor(Actor* a_actor);
491 bool CanFlyHere() const;
492 bool CanOfferServices() const;
493 bool CanPickpocket() const;
494 bool CanTalkToPlayer() const;
500 void DeselectSpell(SpellItem* a_spell);
502 void DoReset3D(bool a_updateWeight);
503 void EnableAI(bool a_enable);
504 void EndInterruptPackage(bool a_skipDialogue);
505 void EvaluatePackage(bool a_immediate = false, bool a_resetAI = false);
507 const TESNPC* GetActorBase() const;
508 float GetActorValueModifier(ACTOR_VALUE_MODIFIER a_modifier, ActorValue a_value) const;
512 uint32_t GetCollisionFilterInfo(uint32_t& a_outCollisionFilterInfo);
519 TESForm* GetEquippedObject(bool a_leftHand) const;
521 std::int32_t GetGoldAmount();
524 float GetHeight();
525 Actor* GetKiller() const;
526 std::uint16_t GetLevel() const;
527 bool GetMount(NiPointer<Actor>& a_outMount);
530 TESRace* GetRace() const;
531 bool GetRider(NiPointer<Actor>& a_outRider);
532 [[nodiscard]] TESObjectARMO* GetSkin() const;
534 [[nodiscard]] SOUL_LEVEL GetSoulSize() const;
537 float GetWarmthRating() const;
539 [[nodiscard]] TESObjectARMO* GetWornArmor(FormID a_formID);
540 bool HasKeywordString(std::string_view a_formEditorID);
541 bool HasLineOfSight(TESObjectREFR* a_ref, bool& a_arg2);
542 bool HasPerk(BGSPerk* a_perk) const;
543 bool HasSpell(SpellItem* a_spell) const;
544 void InterruptCast(bool a_restoreMagicka) const;
545 bool IsAttacking() const;
546 bool IsAIEnabled() const;
547 bool IsAlarmed() const;
548 bool IsAMount() const;
549 bool IsAnimationDriven() const;
550 bool IsBeingRidden() const;
551 bool IsBlocking() const;
552 bool IsCasting(MagicItem* a_spell) const;
553 bool IsCommandedActor() const;
554 bool IsEssential() const;
555 bool IsFactionInCrimeGroup(const TESFaction* a_faction) const;
556 bool IsGhost() const;
557 bool IsGuard() const;
558 bool IsHostileToActor(Actor* a_actor);
559 bool IsLimbGone(std::uint32_t a_limb);
560 [[nodiscard]] constexpr bool IsInKillMove() const noexcept { return boolFlags.all(BOOL_FLAGS::kIsInKillMove); }
561 bool IsInMidair() const;
562 bool IsInRagdollState() const;
563 bool IsOnMount() const;
564 bool IsOverEncumbered() const;
565 bool IsPlayerTeammate() const;
566 bool IsProtected() const;
567 bool IsRunning() const;
568 bool IsSneaking() const;
569 [[nodiscard]] bool IsSummoned() const noexcept;
570 bool IsTrespassing() const;
574 bool RemoveSpell(SpellItem* a_spell);
577 bool SetOutfit(BGSOutfit* a_outfit, bool a_sleepOutfit);
578 void SetRotationX(float a_angle);
579 void SetRotationZ(float a_angle);
580 void StealAlarm(TESObjectREFR* a_ref, TESForm* a_object, std::int32_t a_num, std::int32_t a_total, TESForm* a_owner, bool a_allowWarning);
582 void StopInteractingQuick(bool a_unk02);
583 void StopMoving(float a_delta);
584 void SwitchRace(TESRace* a_race, bool a_player);
585 void TrespassAlarm(TESObjectREFR* a_ref, TESForm* a_ownership, std::int32_t a_crime);
586 void UpdateArmorAbility(TESForm* a_armor, ExtraDataList* a_extraData);
590 void UpdateWeaponAbility(TESForm* a_weapon, ExtraDataList* a_extraData, bool a_leftHand);
591 void VisitArmorAddon(TESObjectARMO* a_armor, TESObjectARMA* a_arma, std::function<void(bool a_firstPerson, NiAVObject& a_obj)> a_visitor);
592 bool VisitFactions(std::function<bool(TESFaction* a_faction, std::int8_t a_rank)> a_visitor);
594 bool WouldBeStealing(const TESObjectREFR* a_target) const;
595
596 // members
597 stl::enumeration<BOOL_BITS, std::uint32_t> boolBits; // 0E0
598 float updateTargetTimer; // 0E4
599 stl::enumeration<ACTOR_CRITICAL_STAGE, std::uint32_t> criticalStage; // 0E8
600 std::uint32_t pad0EC; // 0EC
606 float voiceTimer; // 108
607 float underWaterTimer; // 10C
608 std::int32_t thiefCrimeStamp; // 110
609 std::int32_t actionValue; // 114
610 float timerOnAction; // 118
611 std::uint32_t unk11C; // 11C
613 float editorLocRot; // 12C
623 std::uint32_t emotionValue; // 170
624 std::uint32_t unk174; // 174
625 std::uint32_t unk178; // 178
626 std::uint32_t intimidateBribeDayStamp; // 17C
627 std::uint64_t unk180; // 180
632 std::uint32_t unk1E8; // 1E8
633 std::uint32_t pad1EC; // 1EC
634 TESRace* race; // 1F0
635 float equippedWeight; // 1F8
636 stl::enumeration<BOOL_FLAGS, std::uint32_t> boolFlags; // 1FC
643 float lastUpdate; // 258
644 std::uint32_t lastSeenTime; // 25C
646 float armorRating; // 268
647 float armorBaseFactorSum; // 26C
648 std::int8_t soundCallBackSet; // 271
649 std::uint8_t unk271; // 270
650 std::uint8_t unk272; // 272
651 std::uint8_t unk273; // 273
652 std::uint32_t unk274; // 274
653 std::uint64_t unk278; // 278
654 std::uint64_t unk280; // 280
655 WinAPI::CRITICAL_SECTION unk288; // 288 - havok related
656
657 private:
658 void AddWornOutfit(BGSOutfit* a_outfit, bool a_forceUpdate);
659 void CalculateCurrentVendorFaction() const;
660 float CalcEquippedWeight();
661 TESFaction* GetCrimeFactionImpl() const;
662 void RemoveOutfitItems(BGSOutfit* a_outfit);
663 };
664#ifndef SKYRIM_SUPPORT_AE
665 static_assert(sizeof(Actor) == 0x2B0);
666#else
667 static_assert(sizeof(Actor) == 0x2B8);
668#endif
669}
#define NiSmartPointer(className)
Definition: NiSmartPointer.h:251
Definition: AIProcess.h:108
Definition: Actor.h:254
virtual BSContainer::ForEachResult Visit(SpellItem *a_spell)=0
static constexpr auto RTTI
Definition: Actor.h:256
virtual ~ForEachSpellVisitor()=default
Definition: Actor.h:127
bool IsCommandedActor() const
void StopInteractingQuick(bool a_unk02)
NiPoint3 editorLocCoord
Definition: Actor.h:612
virtual void InitiateCannibalPackage(Actor *a_target)
virtual void PlayPickUpSound(TESBoundObject *a_object, bool a_pickup, bool a_use)
virtual bool GetVampireFeed()
virtual float GetRunSpeed()
void KillImmediate()
virtual void Unk_C9(void)
BGSAnimationSequencer * GetSequencer(void) const override
ObjectRefHandle GetOccupiedFurniture() const
virtual void PickUpObject(TESObjectREFR *a_object, std::int32_t a_count, bool a_arg3=false, bool a_playSound=true)
bool GetRider(NiPointer< Actor > &a_outRider)
WinAPI::CRITICAL_SECTION unk288
Definition: Actor.h:655
float GetActorValueModifier(ACTOR_VALUE_MODIFIER a_modifier, ActorValue a_value) const
MagicItem * selectedSpells[SlotTypes::kTotal]
Definition: Actor.h:630
virtual void ProcessTracking(float a_delta, NiAVObject *a_obj3D)
std::uint8_t unk272
Definition: Actor.h:650
virtual void UpdateNoAI(float a_delta)
EmotionType emotionType
Definition: Actor.h:622
NiPoint3 GetBoundMin() const override
NiNode * GetFireNode() override
bool IsChild() const override
Modifiers staminaModifiers
Definition: Actor.h:641
void SaveGame(BGSSaveFormBuffer *a_buf) override
void Unk_69(void) override
virtual void RemoveCrimeGoldValue(TESFaction *a_faction, bool a_violent, std::int32_t a_amount)
std::int32_t RequestDetectionLevel(Actor *a_target, DETECTION_PRIORITY a_priority=DETECTION_PRIORITY::kNormal)
bool ProcessInWater(hkpCollidable *a_collidable, float a_waterHeight, float a_deltaTime) override
BOOL_FLAGS
Definition: Actor.h:186
bool ShouldPerformRevert() const override
void AddToFaction(TESFaction *a_faction, std::int8_t a_rank)
void UpdateSoundCallBack(bool a_endSceneAction) override
virtual void Unk_106(void)
virtual ActorHandle QLastRiddenMount() const
bool IsEssential() const
virtual float CalcUnarmedDamage()
NiPoint3 GetLookingAtLocation() const override
std::uint32_t unk1E8
Definition: Actor.h:632
virtual bhkCharacterController * Move(float a_arg2, const NiPoint3 &a_position)
virtual bool IsInCombat() const
AITimeStamp calculateVendorFactionTimer
Definition: Actor.h:621
NiPointer< Actor > GetCommandingActor() const
BSFaceGenAnimationData * GetFaceGenAnimationData() override
virtual void WeaponSwingCallBack()
bool GetMountedBy(NiPointer< Actor > &a_outRider)
virtual void EndDialogue()
virtual bool CalculateCachedOwnerIsInCombatantFaction() const
virtual void Unk_C4(void)
virtual void SetPosition(const NiPoint3 &a_pos, bool a_updateCharController)
void MoveHavok(bool a_forceRec) override
std::int32_t thiefCrimeStamp
Definition: Actor.h:608
ObjectRefHandle RemoveItem(TESBoundObject *a_item, std::int32_t a_count, ITEM_REMOVE_REASON a_reason, ExtraDataList *a_extraList, TESObjectREFR *a_moveToRef, const NiPoint3 *a_dropLoc=0, const NiPoint3 *a_rotate=0) override
void SetFireNode(NiNode *a_fireNode) override
virtual void InitiateSpectator(Actor *a_target)
virtual void SetVampireFeed(bool a_set)
virtual void RemoveCharController()
virtual void Unk_C5(void)
bool RemoveSpell(SpellItem *a_spell)
bool OnAddCellPerformQueueReference(TESObjectCELL &a_cell) const override
Modifiers healthModifiers
Definition: Actor.h:639
virtual ObjectRefHandle DropObject(const TESBoundObject *a_object, ExtraDataList *a_extraList, std::int32_t a_count, const NiPoint3 *a_dropLoc=0, const NiPoint3 *a_rotate=0)
virtual void OnItemEquipped(bool a_playAnim)
void RemoveExtraArrows3D()
std::int32_t actionValue
Definition: Actor.h:609
virtual void SetCannibal(bool a_set)
NiPoint3 GetStartingAngle() const override
TESPackage * GetCurrentPackage()
stl::enumeration< ACTOR_CRITICAL_STAGE, std::uint32_t > criticalStage
Definition: Actor.h:599
void Revert(BGSLoadFormBuffer *a_buf) override
bool IsTrespassing() const
void AllowPCDialogue(bool a_talk)
void AddObjectToContainer(TESBoundObject *a_object, ExtraDataList *a_extraList, std::int32_t a_count, TESObjectREFR *a_fromRefr) override
virtual void Unk_D1(void)
bool HasLineOfSight(TESObjectREFR *a_ref, bool &a_arg2)
bool AddAnimationGraphEventSink(BSTEventSink< BSAnimationGraphEvent > *a_sink) const
virtual void PutCreatedPackage(TESPackage *a_package, bool a_tempPackage, bool a_createdPackage, bool a_allowFromFurniture)
bool ShouldSaveAnimationOnSaving() const override
virtual EmotionType GetEmotionType()
void InitHavok() override
std::uint32_t emotionValue
Definition: Actor.h:623
virtual bool CheckCast(MagicItem *a_spell, bool a_dualCast, MagicSystem::CannotCastReason *a_reason)
virtual std::uint32_t GetEmotionValue()
virtual void GetEyeVector(NiPoint3 &a_origin, NiPoint3 &a_direction, bool a_includeCameraOffset)
virtual void RemoveTemporaryPerk(BGSPerk *a_perk)
ActorHandle currentCombatTarget
Definition: Actor.h:603
virtual void StartPowerAttackCoolDown()
void SetDelete(bool a_set) override
static constexpr auto RTTI
Definition: Actor.h:132
std::uint8_t unk273
Definition: Actor.h:651
bool IsBeingRidden() const
virtual void InitiateGetUpPackage()
void DoMoveToHigh() override
BGSScene * GetCurrentScene() const override
void UnequipItem(std::uint64_t a_arg1, TESBoundObject *a_object) override
void ClearExpressionOverride()
virtual bool IsInFaction(const TESFaction *faction) const
std::uint32_t lastSeenTime
Definition: Actor.h:644
virtual void SetCrimeGoldValue(TESFaction *a_faction, bool a_violent, std::uint32_t a_amount)
void Disable() override
virtual bool ShouldRespondToActorCollision(const MovementMessageActorCollision &a_msg, const ActorHandlePtr &a_target)
virtual void Unk_B4(void)
virtual bool InitiateTresPassPackage(TrespassPackage *a_trespassPackage)
virtual void Unk_117(void)
MagicTarget * GetMagicTarget() override
std::uint32_t unk178
Definition: Actor.h:625
virtual void Update(float a_delta)
virtual void Unk_123(void)
BGSDialogueBranch * GetExclusiveBranch() const override
bool SetOutfit(BGSOutfit *a_outfit, bool a_sleepOutfit)
void Unk_67(void) override
std::uint32_t pad1EC
Definition: Actor.h:633
TESForm * GetEquippedObject(bool a_leftHand) const
bool UpdateInDialogue(DialogueResponse *a_response, bool a_unused) override
virtual void UpdateCombatControllerSettings()
float armorBaseFactorSum
Definition: Actor.h:647
virtual CombatGroup * GetCombatGroup() const
ActorHandle CreateRefHandle()
bool IsRunning() const
BSTSmartPointer< BipedAnim > biped
Definition: Actor.h:645
virtual void UnlockWord(TESWordOfPower *a_power)
ActorHandle myKiller
Definition: Actor.h:604
virtual float GetWalkSpeed()
TESFaction * GetVendorFaction()
Modifiers voicePointsModifiers
Definition: Actor.h:642
ObjectRefHandle dialogueItemTarget
Definition: Actor.h:602
TESRace * race
Definition: Actor.h:634
void SetCurrentScene(BGSScene *a_scene) override
bool GetMount(NiPointer< Actor > &a_outMount)
virtual bool MoveToHigh()
bool MagicTargetIsActor() const override
virtual bool MovetoMiddleLow()
virtual void PotentiallyFixRagdollState()
void SwitchRace(TESRace *a_race, bool a_player)
virtual void DetachArrow(const BSTSmartPointer< BipedAnim > &a_biped)
SOUL_LEVEL GetSoulSize() const
virtual void Unk_B3(void)
bool IsProtected() const
ActorMagicCaster * magicCasters[SlotTypes::kTotal]
Definition: Actor.h:629
bool CanFlyHere() const
bool Decapitate()
void TryUpdateActorLastSeenTime() override
bool IsAttacking() const
const TESNPC * GetActorBase() const
float lastUpdate
Definition: Actor.h:643
virtual bool MovetoLow()
void SetExclusiveBranch(BGSDialogueBranch *a_branch) override
NiPoint3 GetBoundMax() const override
void UpdateWeaponAbility(TESForm *a_weapon, ExtraDataList *a_extraData, bool a_leftHand)
virtual void SetSpeakingDone(bool a_set)
bool IsHostileToActor(Actor *a_actor)
virtual void DrawWeaponMagicHands(bool a_draw)
virtual void ForEachPerk(PerkEntryVisitor &a_visitor) const
bool IsAIEnabled() const
void UpdateHairColor()
void Set3D(NiAVObject *a_object, bool a_queue3DTasks=true) override
BOOL_BITS
Definition: Actor.h:149
BGSDialogueBranch * exclusiveBranch
Definition: Actor.h:638
void UpdateSkinColor()
virtual void Unk_EA(void)
virtual void CheckTempModifiers()
float GetWarmthRating() const
void Unk_82(void) override
virtual void Unk_C6(void)=0
virtual void ForEachPerkEntry(EntryPoint a_entryType, PerkEntryVisitor &a_visitor) const
void DoReset3D(bool a_updateWeight)
bool IsOverEncumbered() const
virtual bool QSpeakingDone() const
void Unk_68(void) override
void Unk_78(void) override
const InventoryEntryData * GetAttackingWeapon() const
bool IsOnMount() const
InventoryEntryData * GetEquippedEntryData(bool a_leftHand) const
void TrespassAlarm(TESObjectREFR *a_ref, TESForm *a_ownership, std::int32_t a_crime)
virtual void KillDying()
virtual void PayFine(TESFaction *a_faction, bool a_goToJail, bool a_removeStolenItems)
virtual void Unk_105(void)
void DoTrap2(TrapEntry *a_trap, TargetEntry *a_target) override
void Predestroy() override
virtual const BSFixedString & GetResponseString() const
bool AddWornItem(TESBoundObject *a_item, std::int32_t a_count, bool a_forceEquip, std::uint32_t a_arg4, std::uint32_t a_arg5) override
void Unk_75(void) override
virtual void SetActorStartingPosition()
void UpdateArmorAbility(TESForm *a_armor, ExtraDataList *a_extraData)
Modifiers magickaModifiers
Definition: Actor.h:640
bool IsGuard() const
virtual void UpdateCharacterControllerSimulationSettings(bhkCharacterController &a_controller)
std::uint64_t unk278
Definition: Actor.h:653
virtual void SetLastRiddenMount(ActorHandle a_mount)
static constexpr auto FORMTYPE
Definition: Actor.h:133
void Update3DPosition(bool a_warp) override
virtual void ModifyMovementData(float a_delta, NiPoint3 &a_arg3, NiPoint3 &a_arg4)
bool AddSpell(SpellItem *a_spell)
virtual void WornArmorChanged(void)
ActorValueStorage avStorage
Definition: Actor.h:637
bool IsDead(bool a_notEssential=true) const override
TESNPC * GetActorBase()
void SetParentCell(TESObjectCELL *a_cell) override
virtual bool HasPerkEntries(EntryPoint a_entryType) const
const TESFaction * GetCrimeFaction() const
stl::enumeration< BOOL_BITS, std::uint32_t > boolBits
Definition: Actor.h:597
void SetActionComplete(bool a_set) override
virtual std::uint32_t UseAmmo(std::uint32_t a_shotCount)
virtual bool MoveToMiddleHigh()
virtual void GoToPrison(TESFaction *a_faction, bool a_removeInventory, bool a_realJail)
bool IsAMount() const
void UpdateAnimation(float a_delta) override
float voiceTimer
Definition: Actor.h:606
virtual void HandleHealthDamage(Actor *a_attacker, float a_damage)
bool IsBlocking() const
void StopMoving(float a_delta)
MagicCaster * GetMagicCaster(MagicSystem::CastingSource a_source) override
void EnableAI(bool a_enable)
void DeselectSpell(SpellItem *a_spell)
TESFaction * vendorFaction
Definition: Actor.h:620
virtual void UpdateAlpha()
bool CanTalkToPlayer() const
void AllowBleedoutDialogue(bool a_canTalk)
void ClearArrested()
TESObjectARMO * GetWornArmor(BGSBipedObjectForm::BipedObjectSlot a_slot)
bhkCharacterController * GetCharController() const
static NiPointer< Actor > LookupByHandle(RefHandle a_refHandle)
void ForceEditorLocation(BGSLocation *a_location) override
~Actor() override
virtual void SetSize(float a_size)
const TESPackage * GetCurrentPackage() const
TESPackage * unk150
Definition: Actor.h:618
void DoTrap1(TrapData &a_data) override
std::uint32_t unk174
Definition: Actor.h:624
bool HasSpell(SpellItem *a_spell) const
float armorRating
Definition: Actor.h:646
virtual void AttachArrow(const BSTSmartPointer< BipedAnim > &a_biped)
virtual bool GetCannibal()
TESObjectARMO * GetWornArmor(FormID a_formID)
InventoryEntryData * GetAttackingWeapon()
uint32_t GetCollisionFilterInfo(uint32_t &a_outCollisionFilterInfo)
virtual float GetArmorBaseFactorSum()
virtual float CheckClampDamageModifier(ActorValue a_av, float a_delta)
constexpr bool IsInKillMove() const noexcept
Definition: Actor.h:560
virtual bool PutActorOnMountQuick()
TESRace * GetRace() const
virtual void ApplyTemporaryPerk(BGSPerk *a_perk)
virtual void CreateMovementController()
virtual void KillImpl(Actor *a_attacker, float a_damage, bool a_sendEvent, bool a_ragdollInstant)
virtual bool CalculateCachedOwnerIsNPC() const
TESObjectARMO * GetSkin(BGSBipedObjectForm::BipedObjectSlot a_slot)
virtual float CalcArmorRating()
bool IsSneaking() const
ActorHandle GetHandle()
virtual void ModCrimeGoldValue(TESFaction *a_faction, bool a_violent, std::int32_t a_amount)
void Unk_96(void) override
virtual void SetAlpha(float a_alpha=1.0)
void StealAlarm(TESObjectREFR *a_ref, TESForm *a_object, std::int32_t a_num, std::int32_t a_total, TESForm *a_owner, bool a_allowWarning)
bool CanPickpocket() const
std::uint8_t unk271
Definition: Actor.h:649
float underWaterTimer
Definition: Actor.h:607
const TESFaction * GetVendorFaction() const
Actor * GetTargetStatsObject() override
TESFaction * GetCrimeFaction()
bool IsAnimationDriven() const
void ClearExtraArrows()
Definition: Actor.h:497
virtual void ApplyPerksFromBase()
bool IsInRagdollState() const
bool IsSummoned() const noexcept
virtual bool CheckValidTarget(TESObjectREFR &a_target)
virtual void ServePrisonTime()
void SetLifeState(ACTOR_LIFE_STATE a_lifeState)
void SetRotationZ(float a_angle)
void LoadGame(BGSLoadFormBuffer *a_buf) override
BSTSmallArray< SpellItem * > addedSpells
Definition: Actor.h:628
std::uint32_t intimidateBribeDayStamp
Definition: Actor.h:626
virtual bool IsPowerAttackCoolingDown() const
std::int8_t soundCallBackSet
Definition: Actor.h:648
virtual bool IsAtPoint(const NiPoint3 &a_point, float a_radius, bool a_expandRadius, bool a_alwaysTestHeight)
AIProcess * currentProcess
Definition: Actor.h:601
bool HasKeywordHelper(const BGSKeyword *a_keyword) const override
TESForm * selectedPower
Definition: Actor.h:631
void TryMoveToMiddleLow() override
std::uint32_t unk274
Definition: Actor.h:652
virtual float GetFastWalkSpeed()
NiAVObject * GetHeadPartObject(BGSHeadPart::HeadPartType a_type)
void VisitSpells(ForEachSpellVisitor &a_visitor)
virtual void Resurrect(bool a_resetInventory, bool a_attach3D)
virtual void SetRefraction(bool a_enable, float a_refraction)
virtual void RemovePerk(BGSPerk *a_perk)
CombatController * combatController
Definition: Actor.h:619
bool IsLimbGone(std::uint32_t a_limb)
bool PopulateGraphProjectsToLoad(void) const override
bool DetachHavok(NiAVObject *a_obj3D) override
ActorMover * actorMover
Definition: Actor.h:616
BGSLocation * editorLocation
Definition: Actor.h:615
virtual void InitValues()
void FinishLoadGame(BGSLoadFormBuffer *a_buf) override
TESPackage * CheckForCurrentAliasPackage() override
void ResetInventory(bool a_leveledOnly) override
virtual void UpdateCombat()
virtual void CreateActorMover()
NiPoint3 GetStartingLocation() const override
virtual void InitiateVampireFeedPackage(Actor *a_target, TESObjectREFR *a_furniture)
virtual bool AddShout(TESShout *a_shout)
float GetEquippedWeight()
BGSLocation * GetEditorLocation1() const override
virtual bool UpdateFeedbackGraphSpeedAndDirection(const ActorMotionFeedbackOutput &a_output)
std::uint32_t pad0EC
Definition: Actor.h:600
void GetLinearVelocity(NiPoint3 &a_velocity) const override
virtual void StopCombat()
float GetHeight()
bool IsCasting(MagicItem *a_spell) const
void InitLoadGame(BGSLoadFormBuffer *a_buf) override
float equippedWeight
Definition: Actor.h:635
virtual bool ComputeMotionFeedbackSpeedAndDirection(const ActorMotionFeedbackData &a_data, float a_delta, ActorMotionFeedbackOutput &a_output)
virtual float GetAlpha()
virtual void SetEmotionType(EmotionType a_emotionType)
void InterruptCast(bool a_restoreMagicka) const
BSSimpleList< ActiveEffect * > * GetActiveEffectList() override
virtual void Unk_E9(void)
virtual void SetEmotionValue(std::uint32_t a_emotionValue)
virtual void DestroyActorMover()
float editorLocRot
Definition: Actor.h:613
void RemoveAnimationGraphEventSink(BSTEventSink< BSAnimationGraphEvent > *a_sink) const
void InitItemImpl() override
void VisitArmorAddon(TESObjectARMO *a_armor, TESObjectARMA *a_arma, std::function< void(bool a_firstPerson, NiAVObject &a_obj)> a_visitor)
Actor * GetKiller() const
virtual bool CalculateCachedOwnerIsUndead() const
virtual float GetHeading(bool a_ignoreRaceSettings) const
virtual void SetCombatGroup(CombatGroup *a_group)
virtual float GetJogSpeed()
virtual void InitiateFlee(TESObjectREFR *a_fleeRef, bool a_runOnce, bool a_knows, bool a_combatMode, TESObjectCELL *a_cell, TESObjectREFR *a_ref, float a_fleeFromDist, float a_fleeToDist)
bool IsFactionInCrimeGroup(const TESFaction *a_faction) const
NiAVObject * Load3D(bool a_arg1) override
void SetRotationX(float a_angle)
virtual void DetachCharController()
bool GetEditorLocation2(NiPoint3 &a_outPos, NiPoint3 &a_outRot, TESForm *&a_outWorldOrCell, TESObjectCELL *a_fallback) override
void ModifyAnimationUpdateData(BSAnimationUpdateData &a_data) override
BSTSmartPointer< MovementControllerNPC > movementController
Definition: Actor.h:617
virtual void SetBeenAttacked(bool a_set)
bool WouldBeStealing(const TESObjectREFR *a_target) const
void SetObjectReference(TESBoundObject *a_object) override
bool IsPlayerTeammate() const
static bool LookupByHandle(RefHandle a_refHandle, NiPointer< Actor > &a_refrOut)
virtual void UpdateFadeSettings(bhkCharacterController *a_controller)
virtual void UpdateNonRenderSafe(float a_delta)
void StopAlarmOnActor()
std::uint64_t unk280
Definition: Actor.h:654
virtual void AddPerk(BGSPerk *a_perk, std::uint32_t a_rank=0)
TESObjectARMO * GetSkin() const
void PauseCurrentDialogue(void) override
virtual bool HasBeenAttacked() const
float updateTargetTimer
Definition: Actor.h:598
float checkMyDeadBodyTimer
Definition: Actor.h:605
virtual std::uint32_t GetCrimeGoldValue(const TESFaction *a_faction) const
virtual bool DrinkPotion(AlchemyItem *a_potion, ExtraDataList *a_extralist)
virtual void UpdateActor3DPosition()
void Update3DModel()
bool ShouldSaveAnimationOnUnloading() const override
void EvaluatePackage(bool a_immediate=false, bool a_resetAI=false)
bool CanOfferServices() const
virtual void OnArmorActorValueChanged()
virtual void Unk_A2(void)
bool TryChangeSkyCellActorsProcessLevel() override
std::int32_t GetGoldAmount()
std::uint16_t GetLevel() const
virtual void SetAvoidanceDisabled(bool a_set)
void DispelWornItemEnchantments()
bool ApplyCurrent(float a_velocityTime, const hkVector4 &a_velocity) override
bool VisitFactions(std::function< bool(TESFaction *a_faction, std::int8_t a_rank)> a_visitor)
std::uint64_t unk180
Definition: Actor.h:627
bool SetDialogueWithPlayer(bool a_flag, bool a_forceGreet, TESTopicInfo *a_topic) override
std::uint32_t unk11C
Definition: Actor.h:611
virtual std::int32_t GetCurrentShoutLevel()
bool HasKeywordString(std::string_view a_formEditorID)
virtual Actor * SetUpTalkingActivatorActor(Actor *a_target, Actor *&a_activator)
bool CanAttackActor(Actor *a_actor)
bool IsGhost() const
float timerOnAction
Definition: Actor.h:610
TESAmmo * GetCurrentAmmo() const override
TESForm * editorLocForm
Definition: Actor.h:614
virtual void UseSkill(ActorValue a_av, float a_points, TESForm *a_arg3)
bool HasPerk(BGSPerk *a_perk) const
bool IsInMidair() const
bool IsAlarmed() const
virtual void PrecacheData()
stl::enumeration< BOOL_FLAGS, std::uint32_t > boolFlags
Definition: Actor.h:636
virtual void InitiateDialogue(Actor *a_target, PackageLocation *a_loc1, PackageLocation *a_loc2)
void EndInterruptPackage(bool a_skipDialogue)
virtual float GetAcrobatics() const
Definition: ActorMagicCaster.h:19
Definition: ActorMover.h:8
Definition: ActorState.h:93
Definition: ActorValueOwner.h:8
Definition: AlchemyItem.h:24
Definition: BGSAnimationSequencer.h:11
Definition: BGSDialogueBranch.h:10
HeadPartType
Definition: BGSHeadPart.h:34
Definition: BGSKeyword.h:10
Definition: BGSLocation.h:68
Definition: BGSOutfit.h:11
BGSEntryPoint::ENTRY_POINT EntryPoint
Definition: BGSPerkEntry.h:24
Definition: BGSPerk.h:31
Definition: BGSScene.h:32
Definition: BSFaceGenAnimationData.h:11
Definition: BSPointerHandleSmartPointer.h:10
Definition: BSTList.h:10
Definition: BSTArray.h:377
Definition: BSTEvent.h:143
Definition: BSTSmartPointer.h:37
Definition: BipedAnim.h:42
Definition: CombatController.h:23
Definition: CombatGroup.h:70
Definition: DialogueItem.h:22
Definition: ExtraDataList.h:49
Definition: IPostAnimationChannelUpdateFunctor.h:6
Definition: InventoryEntryData.h:15
Definition: MagicCaster.h:17
Definition: MagicItem.h:27
Definition: MagicTarget.h:23
Definition: MovementControllerNPC.h:21
Definition: NiAVObject.h:50
Definition: NiNode.h:12
Definition: NiPoint3.h:6
Definition: NiSmartPointer.h:9
Definition: PackageLocation.h:11
Definition: PerkEntryVisitor.h:10
Definition: SpellItem.h:16
Definition: TESAmmo.h:50
Definition: TESBoundObject.h:24
Definition: TESFaction.h:120
Definition: TESForm.h:35
Definition: TESNPC.h:36
Definition: TESObjectARMA.h:28
Definition: TESObjectARMO.h:37
Definition: TESObjectCELL.h:115
Definition: TESObjectREFR.h:110
Definition: TESPackage.h:248
Definition: TESRace.h:146
Definition: TESShout.h:18
Definition: TESTopicInfo.h:42
Definition: TESWordOfPower.h:13
Definition: bhkCharacterController.h:66
const_pointer data() const noexcept
Definition: BSFixedString.h:116
Definition: hkVector4.h:9
Definition: hkpCollidable.h:13
constexpr bool all(Args... a_args) const noexcept
Definition: PCH.h:289
ForEachResult
Definition: BSContainer.h:6
CannotCastReason
Definition: MagicSystem.h:8
CastingSource
Definition: MagicSystem.h:21
Definition: AbsorbEffect.h:6
constexpr REL::ID RTTI_Actor__ForEachSpellVisitor(static_cast< std::uint64_t >(686850))
constexpr REL::ID RTTI_Actor(static_cast< std::uint64_t >(513915))
SOUL_LEVEL
Definition: SoulLevels.h:6
EmotionType
Definition: EmotionTypes.h:6
ActorValue
Definition: ActorValues.h:6
DETECTION_PRIORITY
Definition: DetectionPriorities.h:6
ACTOR_LIFE_STATE
Definition: ActorState.h:8
std::uint32_t FormID
Definition: BSCoreTypes.h:5
ITEM_REMOVE_REASON
Definition: TESObjectREFR.h:61
ACTOR_CRITICAL_STAGE
Definition: Actor.h:50
std::uint32_t RefHandle
Definition: BSCoreTypes.h:6
Definition: WinAPI.h:4
Definition: PCH.h:74
Definition: EffectArchetypes.h:65
ACTOR_VALUE_MODIFIER
Definition: ActorValues.h:179
@ kTotal
Definition: ActorValues.h:184
Definition: AITimeStamp.h:6
Definition: Actor.h:223
ChangeFlag
Definition: Actor.h:225
@ kLifeState
Definition: Actor.h:226
@ kMerchantContainer
Definition: Actor.h:228
@ kDismemberedLimbs
Definition: Actor.h:229
@ kOverrideModifiers
Definition: Actor.h:234
@ kPackageExtraData
Definition: Actor.h:227
@ kDispModifiers
Definition: Actor.h:231
@ kPermanentModifiers
Definition: Actor.h:235
@ kLeveledActor
Definition: Actor.h:230
@ kTempModifiers
Definition: Actor.h:232
@ kDamageModifiers
Definition: Actor.h:233
Definition: Actor.h:240
RecordFlag
Definition: Actor.h:242
@ kInitiallyDisabled
Definition: Actor.h:246
@ kPersistent
Definition: Actor.h:245
@ kNoAIAcquire
Definition: Actor.h:248
@ kIgnored
Definition: Actor.h:247
@ kDontHavokSettle
Definition: Actor.h:249
@ kStartsDead
Definition: Actor.h:244
@ kDeleted
Definition: Actor.h:243
Definition: Actor.h:136
@ kLeftHand
Definition: Actor.h:139
@ kPowerOrShout
Definition: Actor.h:142
@ kUnknown
Definition: Actor.h:141
@ kTotal
Definition: Actor.h:144
@ kRightHand
Definition: Actor.h:140
Definition: Actor.h:73
const T * operator[](ActorValue a_actorValue) const
Definition: Actor.h:80
T * operator[](ActorValue a_actorValue)
Definition: Actor.h:75
BSFixedString actorValues
Definition: Actor.h:86
T * entries
Definition: Actor.h:87
Definition: Actor.h:69
LocalMap< float > baseValues
Definition: Actor.h:112
LocalMap< Modifiers > modifiers
Definition: Actor.h:113
ENTRY_POINT
Definition: BGSEntryPoint.h:12
BipedObjectSlot
Definition: BGSBipedObjectForm.h:11
Definition: BSAnimationGraphEvent.h:10
Definition: Actor.h:61
float modifiers[ACTOR_VALUE_MODIFIERS::kTotal]
Definition: Actor.h:64