6 class BGSLoadGameBuffer;
7 class BGSSaveGameBuffer;
12 class TESEffectShader;
55 virtual void SaveGame(BGSSaveGameBuffer* a_buf);
56 virtual void LoadGame(BGSLoadGameBuffer* a_buf);
Definition: BGSArtObject.h:12
Definition: NiAVObject.h:50
Definition: ReferenceEffectController.h:16
virtual bool GetUseRootWorldRotate()
virtual bool EffectShouldFaceTarget()
virtual const NiPoint3 & GetSourcePosition()
virtual bool GetParticlesUseLocalSpace()
virtual bool GetAllowTargetRoot()
virtual const NiPoint3 & GetWindPoint()
virtual void RemoveHitEffect(ReferenceEffect *a_refEffect)
virtual bool EffectAttachesToCamera()
virtual bool GetGoryVisuals()
virtual bool GetNoInitialFlare()
virtual TESObjectREFR * GetTargetReference()=0
virtual bool GetDoParticles()
virtual void SaveGame(BGSSaveGameBuffer *a_buf)
virtual bool GetShaderUseParentCell()
virtual bool GetUseParticleAttachExtent()
virtual bool GetUseSourcePosition()
virtual void Unk_02(void)
virtual bool GetEffectPersists()
virtual bool EffectRotatesWithCamera()
virtual bool GetIsRootActor()
virtual bool IsReadyForAttach()
virtual bool GetClearWhenCellIsUnloaded()
virtual bool GetAllowNo3D()
virtual void LoadGame(BGSLoadGameBuffer *a_buf)
virtual void SwitchAttachedRoot(std::uint64_t a_arg2, NiNode *a_attachRoot)
virtual void Unk_01(void)
virtual void Unk_03(void)
virtual void SetWindPoint(const NiPoint3 &a_point)
virtual ~ReferenceEffectController()
virtual NiAVObject * GetAttachRoot()
virtual TESObjectREFR * GetFacingTarget()
static constexpr auto RTTI
Definition: ReferenceEffectController.h:18
virtual BGSArtObject * GetHitEffectArt()=0
virtual float GetParticleAttachExtent()
virtual TESEffectShader * GetHitEffectShader()=0
virtual bool GetManagerHandlesSaveLoad()=0
Definition: ReferenceEffect.h:12
Definition: TESEffectShader.h:182
Definition: TESObjectREFR.h:110
Definition: AbsorbEffect.h:6
constexpr REL::ID RTTI_ReferenceEffectController(static_cast< std::uint64_t >(685185))