29    class ActorMagicCaster;
 
   32    class bhkCharacterController;
 
   33    class bhkCharacterMoveFinishEvent;
 
   35    class BSTransformDeltaEvent;
 
   36    class CombatController;
 
   39    class InventoryEntryData;
 
   40    class MovementControllerNPC;
 
   41    class MovementMessageActorCollision;
 
   43    class PackageLocation;
 
   44    class PerkEntryVisitor;
 
   45    class TrespassPackage;
 
   46    struct ActorMotionFeedbackData;
 
   47    struct ActorMotionFeedbackOutput;
 
   77                return GetAt(
static_cast<char>(a_actorValue));
 
   82                return GetAt(
static_cast<char>(a_actorValue));
 
   90            [[nodiscard]] T* GetAt(
char a_actorValue)
 const 
   94                    std::uint32_t idx = 0;
 
   95                    while (akVals[idx] != 
'\0') {
 
   96                        if (akVals[idx] == a_actorValue) {
 
  102                    if (akVals[idx] != 
'\0') {
 
  103                        return std::addressof(
entries[idx]);
 
  109        static_assert(
sizeof(LocalMap<float>) == 0x10);
 
  271        void                    Revert(BGSLoadFormBuffer* a_buf) 
override;                                                                                                                                                                            
 
  295        void                    DoTrap2(TrapEntry* a_trap, TargetEntry* a_target) 
override;                                                                                                                                                           
 
  335        bool                    IsDead(
bool a_notEssential = 
true) 
const override;                                                                                                                                                                    
 
  356        virtual void                    Resurrect(
bool a_resetInventory, 
bool a_attach3D);                                                                                                                               
 
  395        virtual std::uint32_t           
UseAmmo(std::uint32_t a_shotCount);                                                                                                                                              
 
  433        virtual bool                    IsAtPoint(
const NiPoint3& a_point, 
float a_radius, 
bool a_expandRadius, 
bool a_alwaysTestHeight);                                                                                
 
  455        virtual void                    KillImpl(
Actor* a_attacker, 
float a_damage, 
bool a_sendEvent, 
bool a_ragdollInstant);                                                                                            
 
  658        void        AddWornOutfit(
BGSOutfit* a_outfit, 
bool a_forceUpdate);
 
  659        void        CalculateCurrentVendorFaction() const;
 
  660        float       CalcEquippedWeight();
 
  662        void        RemoveOutfitItems(
BGSOutfit* a_outfit);
 
  664#ifndef SKYRIM_SUPPORT_AE 
  665    static_assert(
sizeof(
Actor) == 0x2B0);
 
  667    static_assert(
sizeof(
Actor) == 0x2B8);
 
#define NiSmartPointer(className)
Definition: NiSmartPointer.h:251
 
Definition: AIProcess.h:108
 
virtual BSContainer::ForEachResult Visit(SpellItem *a_spell)=0
 
static constexpr auto RTTI
Definition: Actor.h:256
 
virtual ~ForEachSpellVisitor()=default
 
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()
 
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
 
@ kSceneHeadTrackRotation
 
@ kDoNotShowOnStealthMeter
 
@ kForceOneAnimgraphUpdate
 
@ kAllowInstantFurniturePopInPlayerCell
 
@ kCheckAddEffectDualCast
 
@ kCanSpeakToEssentialDown
 
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
 
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)
 
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()
 
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)
 
ActorMagicCaster * magicCasters[SlotTypes::kTotal]
Definition: Actor.h:629
 
void TryUpdateActorLastSeenTime() override
 
const TESNPC * GetActorBase() const
 
float lastUpdate
Definition: Actor.h:643
 
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
 
void Set3D(NiAVObject *a_object, bool a_queue3DTasks=true) override
 
BOOL_BITS
Definition: Actor.h:149
 
@ kForceUpdateQuestTarget
 
@ kIgnoreChangeAnimationCall
 
BGSDialogueBranch * exclusiveBranch
Definition: Actor.h:638
 
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
 
InventoryEntryData * GetEquippedEntryData(bool a_leftHand) const
 
void TrespassAlarm(TESObjectREFR *a_ref, TESForm *a_ownership, std::int32_t a_crime)
 
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
 
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
 
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)
 
void UpdateAnimation(float a_delta) override
 
float voiceTimer
Definition: Actor.h:606
 
virtual void HandleHealthDamage(Actor *a_attacker, float a_damage)
 
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)
 
TESObjectARMO * GetWornArmor(BGSBipedObjectForm::BipedObjectSlot a_slot)
 
bhkCharacterController * GetCharController() const
 
static NiPointer< Actor > LookupByHandle(RefHandle a_refHandle)
 
void ForceEditorLocation(BGSLocation *a_location) 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()
 
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()
 
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 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)
 
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()
 
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)
 
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
 
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: BGSScene.h:32
 
Definition: BSFaceGenAnimationData.h:11
 
Definition: BSPointerHandleSmartPointer.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: 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: NiSmartPointer.h:9
 
Definition: PackageLocation.h:11
 
Definition: PerkEntryVisitor.h:10
 
Definition: SpellItem.h:16
 
Definition: TESBoundObject.h:24
 
Definition: TESFaction.h:120
 
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: EffectArchetypes.h:65
 
ACTOR_VALUE_MODIFIER
Definition: ActorValues.h:179
 
@ kTotal
Definition: ActorValues.h:184
 
Definition: AITimeStamp.h:6
 
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
 
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
 
@ 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
 
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
 
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
 
float modifiers[ACTOR_VALUE_MODIFIERS::kTotal]
Definition: Actor.h:64