21 object(
std::exchange(a_rhs.
object,
nullptr)),
65 return IsOwnedBy_Impl(a_testOwner, a_itemOwner, a_defaultTo);
79 return func(
this, a_alchItem, a_count);
91 [[nodiscard]]
bool IsOwnedBy_Impl(
Actor* a_testOwner,
TESForm* a_itemOwner,
bool a_defaultTo)
93 using func_t =
decltype(&InventoryEntryData::IsOwnedBy_Impl);
95 return func(
this, a_testOwner, a_itemOwner, a_defaultTo);
99 [[nodiscard]]
bool HasExtraDataType()
const
103 if (xList && xList->HasType<T>()) {
112 static_assert(
sizeof(InventoryEntryData) == 0x18);
#define RELOCATION_ID(SE, AE)
Definition: PCH.h:711
Definition: AlchemyItem.h:24
Definition: InventoryEntryData.h:15
TESBoundObject * object
Definition: InventoryEntryData.h:85
constexpr const TESBoundObject * GetObject() const noexcept
Definition: InventoryEntryData.h:40
InventoryEntryData & operator=(const InventoryEntryData &a_rhs)
const char * GetDisplayName()
void AddExtraList(ExtraDataList *a_extra)
std::int32_t countDelta
Definition: InventoryEntryData.h:87
BSSimpleList< ExtraDataList * > * extraLists
Definition: InventoryEntryData.h:86
bool IsOwnedBy(Actor *a_testOwner, TESForm *a_itemOwner, bool a_defaultTo=true)
Definition: InventoryEntryData.h:63
InventoryEntryData() noexcept=default
std::uint32_t pad14
Definition: InventoryEntryData.h:88
bool IsOwnedBy(Actor *a_testOwner, bool a_defaultTo=true)
Definition: InventoryEntryData.h:58
constexpr TESBoundObject * GetObject() noexcept
Definition: InventoryEntryData.h:39
bool IsQuestObject() const
Definition: InventoryEntryData.h:68
std::optional< double > GetEnchantmentCharge() const
InventoryEntryData & operator=(InventoryEntryData &&a_rhs)
SOUL_LEVEL GetSoulLevel() const
std::int32_t GetValue() const
Definition: InventoryEntryData.h:44
InventoryEntryData(TESBoundObject *a_object, std::int32_t a_countDelta)
Definition: InventoryEntryData.h:26
void PoisonObject(AlchemyItem *a_alchItem, std::uint32_t a_count)
Definition: InventoryEntryData.h:75
Definition: TESBoundObject.h:24
Definition: Relocation.h:875
Definition: AbsorbEffect.h:6
SOUL_LEVEL
Definition: SoulLevels.h:6
Definition: EffectArchetypes.h:65