CommonLibSSE (powerof3)
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ReferenceEffectController.h
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1#pragma once
2
3namespace RE
4{
5 class BGSArtObject;
6 class BGSLoadGameBuffer;
7 class BGSSaveGameBuffer;
8 class NiAVObject;
9 class NiNode;
10 class NiPoint3;
11 class ReferenceEffect;
12 class TESEffectShader;
13 class TESObjectREFR;
14
16 {
17 public:
18 inline static constexpr auto RTTI = RTTI_ReferenceEffectController;
19
21
22 // add
23 virtual void Unk_01(void); // 01 - { return; }
24 virtual void Unk_02(void); // 02 - { return 0.0; }
25 virtual void Unk_03(void); // 03 - { return 1.0; }
26 virtual void SwitchAttachedRoot(std::uint64_t a_arg2, NiNode* a_attachRoot); // 04 - { return; }
27 virtual const NiPoint3& GetSourcePosition(); // 05 - { return NiPoint3(); }
28 virtual bool GetUseSourcePosition(); // 06 - { return true; }
29 virtual bool GetNoInitialFlare(); // 07 - { return false; }
30 virtual bool GetEffectPersists(); // 08 - { return true; }
31 virtual bool GetGoryVisuals(); // 09 - { return false; }
32 virtual void RemoveHitEffect(ReferenceEffect* a_refEffect); // 0A - { return; }
33 virtual TESObjectREFR* GetTargetReference() = 0; // 0B
34 virtual BGSArtObject* GetHitEffectArt() = 0; // 0C
35 virtual TESEffectShader* GetHitEffectShader() = 0; // 0D
36 virtual bool GetManagerHandlesSaveLoad() = 0; // 0E
37 virtual NiAVObject* GetAttachRoot(); // 0F - { auto ref = GetTargetReference(); return ref ? ref->Get3D() : 0; }
38 virtual float GetParticleAttachExtent(); // 10 - { return 0.0; }
39 virtual bool GetUseParticleAttachExtent(); // 11 - { return false; }
40 virtual bool GetDoParticles(); // 12 - { return true; }
41 virtual bool GetParticlesUseLocalSpace(); // 13 - { return false; }
42 virtual bool GetUseRootWorldRotate(); // 14 - { return false; }
43 virtual bool GetIsRootActor(); // 15 - { auto ref = GetTargetReference(); return ref ? ref->formType = FormType::ActorCharacter : false; }
44 virtual bool GetClearWhenCellIsUnloaded(); // 16 - { return false; }
45 virtual bool EffectShouldFaceTarget(); // 17 - { return false; }
46 virtual TESObjectREFR* GetFacingTarget(); // 18 - { return 0; }
47 virtual bool GetShaderUseParentCell(); // 19 - { return true; }
48 virtual bool EffectAttachesToCamera(); // 1A - { return false; }
49 virtual bool EffectRotatesWithCamera(); // 1B - { return false; }
50 virtual bool GetAllowTargetRoot(); // 1C - { return true; }
51 virtual bool IsReadyForAttach(); // 1D - { return true; }
52 virtual void SetWindPoint(const NiPoint3& a_point); // 1E - { return; }
53 virtual const NiPoint3& GetWindPoint(); // 1F - { return NiPoint3(); }
54 virtual bool GetAllowNo3D(); // 20 - { return false; }
55 virtual void SaveGame(BGSSaveGameBuffer* a_buf); // 21 - { return; }
56 virtual void LoadGame(BGSLoadGameBuffer* a_buf); // 22 - { return; }
57 };
58 static_assert(sizeof(ReferenceEffectController) == 0x8);
59}
Definition: BGSArtObject.h:12
Definition: NiAVObject.h:50
Definition: NiNode.h:12
Definition: NiPoint3.h:6
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 GetNoInitialFlare()
virtual TESObjectREFR * GetTargetReference()=0
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 GetClearWhenCellIsUnloaded()
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 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))