#include <AIProcess.h>
|  | 
| void | AddToProcedureIndexRunning (Actor *a_actor, std::uint32_t a_num) | 
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| void | ClearActionHeadtrackTarget (bool a_defaultHold) | 
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| void | ClearMuzzleFlashes () | 
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| void | ComputeLastTimeProcessed () | 
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| float | GetCachedHeight () const | 
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| bhkCharacterController * | GetCharController () | 
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| ActorHandle | GetCommandingActor () const | 
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| TESShout * | GetCurrentShout () | 
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| TESForm * | GetEquippedLeftHand () | 
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| TESForm * | GetEquippedRightHand () | 
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| ObjectRefHandle | GetHeadtrackTarget () const | 
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| bool | GetIsSummonedCreature () const noexcept | 
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| NiAVObject * | GetMagicNode (const BSTSmartPointer< BipedAnim > &a_biped) const | 
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| ObjectRefHandle | GetOccupiedFurniture () const | 
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| float | GetRegenDelay (ActorValue a_actorvalue) const | 
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| TESPackage * | GetRunningPackage () const | 
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| Actor * | GetUserData () const | 
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| float | GetVoiceRecoveryTime () const | 
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| NiAVObject * | GetWeaponNode (const BSTSmartPointer< BipedAnim > &a_biped) const | 
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| bool | InHighProcess () const | 
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| bool | InMiddleHighProcess () const | 
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| bool | InMiddleLowProcess () const | 
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| bool | InLowProcess () const | 
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| bool | IsArrested () const | 
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| bool | IsGhost () const | 
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| bool | IsInCommandState () const | 
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| void | KnockExplosion (Actor *a_actor, const NiPoint3 &a_location, float a_magnitude) | 
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| bool | PlayIdle (Actor *a_actor, TESIdleForm *a_idle, TESObjectREFR *a_target) | 
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| void | RandomlyPlaySpecialIdles (Actor *a_actor) | 
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| void | SetActorsDetectionEvent (Actor *a_actor, const NiPoint3 &a_location, std::int32_t a_soundLevel, TESObjectREFR *a_ref) | 
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| void | SetArrested (bool a_arrested) | 
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| void | SetCachedHeight (float a_height) | 
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| void | SetHeadtrackTarget (Actor *a_owner, NiPoint3 &a_targetPosition) | 
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| void | Set3DUpdateFlag (RESET_3D_FLAGS a_flags) | 
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| void | SetRunOncePackage (TESPackage *a_package, Actor *a_actor) | 
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| bool | SetupSpecialIdle (Actor *a_actor, DEFAULT_OBJECT a_action, TESIdleForm *a_idle, bool a_arg5, bool a_arg6, TESObjectREFR *a_target) | 
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| void | StopCurrentIdle (Actor *a_actor, bool a_forceIdleStop) | 
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| void | Update3DModel (Actor *a_actor) | 
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| void | UpdateRegenDelay (ActorValue a_actorValue, float a_regenDelay) | 
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◆ Hand
◆ LowProcessFlags
| Enumerator | 
|---|
| kNone |  | 
| kTargetActivated |  | 
| kCurrentActionComplete |  | 
| kAlert |  | 
| kFollower |  | 
| kPackageDoneOnce |  | 
| kPackageIdleDone |  | 
 
 
◆ AddToProcedureIndexRunning()
      
        
          | void RE::AIProcess::AddToProcedureIndexRunning | ( | Actor * | a_actor, | 
        
          |  |  | std::uint32_t | a_num | 
        
          |  | ) |  |  | 
      
 
 
◆ ClearActionHeadtrackTarget()
      
        
          | void RE::AIProcess::ClearActionHeadtrackTarget | ( | bool | a_defaultHold | ) |  | 
      
 
 
◆ ClearMuzzleFlashes()
      
        
          | void RE::AIProcess::ClearMuzzleFlashes | ( |  | ) |  | 
      
 
 
◆ ComputeLastTimeProcessed()
      
        
          | void RE::AIProcess::ComputeLastTimeProcessed | ( |  | ) |  | 
      
 
 
◆ GetCachedHeight()
      
        
          | float RE::AIProcess::GetCachedHeight | ( |  | ) | const | 
      
 
 
◆ GetCharController()
◆ GetCommandingActor()
      
        
          | ActorHandle RE::AIProcess::GetCommandingActor | ( |  | ) | const | 
      
 
 
◆ GetCurrentShout()
      
        
          | TESShout * RE::AIProcess::GetCurrentShout | ( |  | ) |  | 
      
 
 
◆ GetEquippedLeftHand()
      
        
          | TESForm * RE::AIProcess::GetEquippedLeftHand | ( |  | ) |  | 
      
 
 
◆ GetEquippedRightHand()
      
        
          | TESForm * RE::AIProcess::GetEquippedRightHand | ( |  | ) |  | 
      
 
 
◆ GetHeadtrackTarget()
◆ GetIsSummonedCreature()
  
  | 
        
          | bool RE::AIProcess::GetIsSummonedCreature | ( |  | ) | const |  | noexcept | 
 
 
◆ GetMagicNode()
◆ GetOccupiedFurniture()
◆ GetRegenDelay()
      
        
          | float RE::AIProcess::GetRegenDelay | ( | ActorValue | a_actorvalue | ) | const | 
      
 
 
◆ GetRunningPackage()
      
        
          | TESPackage * RE::AIProcess::GetRunningPackage | ( |  | ) | const | 
      
 
 
◆ GetUserData()
      
        
          | Actor * RE::AIProcess::GetUserData | ( |  | ) | const | 
      
 
 
◆ GetVoiceRecoveryTime()
      
        
          | float RE::AIProcess::GetVoiceRecoveryTime | ( |  | ) | const | 
      
 
 
◆ GetWeaponNode()
◆ InHighProcess()
      
        
          | bool RE::AIProcess::InHighProcess | ( |  | ) | const | 
      
 
 
◆ InLowProcess()
      
        
          | bool RE::AIProcess::InLowProcess | ( |  | ) | const | 
      
 
 
◆ InMiddleHighProcess()
      
        
          | bool RE::AIProcess::InMiddleHighProcess | ( |  | ) | const | 
      
 
 
◆ InMiddleLowProcess()
      
        
          | bool RE::AIProcess::InMiddleLowProcess | ( |  | ) | const | 
      
 
 
◆ IsArrested()
      
        
          | bool RE::AIProcess::IsArrested | ( |  | ) | const | 
      
 
 
◆ IsGhost()
      
        
          | bool RE::AIProcess::IsGhost | ( |  | ) | const | 
      
 
 
◆ IsInCommandState()
      
        
          | bool RE::AIProcess::IsInCommandState | ( |  | ) | const | 
      
 
 
◆ KnockExplosion()
      
        
          | void RE::AIProcess::KnockExplosion | ( | Actor * | a_actor, | 
        
          |  |  | const NiPoint3 & | a_location, | 
        
          |  |  | float | a_magnitude | 
        
          |  | ) |  |  | 
      
 
 
◆ PlayIdle()
◆ RandomlyPlaySpecialIdles()
      
        
          | void RE::AIProcess::RandomlyPlaySpecialIdles | ( | Actor * | a_actor | ) |  | 
      
 
 
◆ Set3DUpdateFlag()
◆ SetActorsDetectionEvent()
      
        
          | void RE::AIProcess::SetActorsDetectionEvent | ( | Actor * | a_actor, | 
        
          |  |  | const NiPoint3 & | a_location, | 
        
          |  |  | std::int32_t | a_soundLevel, | 
        
          |  |  | TESObjectREFR * | a_ref | 
        
          |  | ) |  |  | 
      
 
 
◆ SetArrested()
      
        
          | void RE::AIProcess::SetArrested | ( | bool | a_arrested | ) |  | 
      
 
 
◆ SetCachedHeight()
      
        
          | void RE::AIProcess::SetCachedHeight | ( | float | a_height | ) |  | 
      
 
 
◆ SetHeadtrackTarget()
      
        
          | void RE::AIProcess::SetHeadtrackTarget | ( | Actor * | a_owner, | 
        
          |  |  | NiPoint3 & | a_targetPosition | 
        
          |  | ) |  |  | 
      
 
 
◆ SetRunOncePackage()
      
        
          | void RE::AIProcess::SetRunOncePackage | ( | TESPackage * | a_package, | 
        
          |  |  | Actor * | a_actor | 
        
          |  | ) |  |  | 
      
 
 
◆ SetupSpecialIdle()
◆ StopCurrentIdle()
      
        
          | void RE::AIProcess::StopCurrentIdle | ( | Actor * | a_actor, | 
        
          |  |  | bool | a_forceIdleStop | 
        
          |  | ) |  |  | 
      
 
 
◆ Update3DModel()
      
        
          | void RE::AIProcess::Update3DModel | ( | Actor * | a_actor | ) |  | 
      
 
 
◆ Update3DModel_Impl()
  
  | 
        
          | void RE::AIProcess::Update3DModel_Impl | ( | Actor * | a_actor | ) |  |  | protected | 
 
 
◆ UpdateRegenDelay()
      
        
          | void RE::AIProcess::UpdateRegenDelay | ( | ActorValue | a_actorValue, | 
        
          |  |  | float | a_regenDelay | 
        
          |  | ) |  |  | 
      
 
 
◆ acquireObject
◆ arrestTarget
◆ cachedValues
◆ currentPackage
◆ dateLastProcessed
      
        
          | float RE::AIProcess::dateLastProcessed | 
      
 
 
◆ deathTime
      
        
          | float RE::AIProcess::deathTime | 
      
 
 
◆ endAlarmOnActor
      
        
          | bool RE::AIProcess::endAlarmOnActor | 
      
 
 
◆ equippedForms
◆ equippedObjects
      
        
          | TESForm* RE::AIProcess::equippedObjects[Hand::kTotal] | 
      
 
 
◆ escortingPlayer
      
        
          | bool RE::AIProcess::escortingPlayer | 
      
 
 
◆ essentialDownTimer
      
        
          | float RE::AIProcess::essentialDownTimer | 
      
 
 
◆ followTarget
◆ genericLocations
◆ high
◆ hourLastProcessed
      
        
          | float RE::AIProcess::hourLastProcessed | 
      
 
 
◆ ignoringCombat
      
        
          | bool RE::AIProcess::ignoringCombat | 
      
 
 
◆ lowProcessFlags
◆ middleHigh
◆ middleLow
◆ numberItemsActivate
      
        
          | std::int32_t RE::AIProcess::numberItemsActivate | 
      
 
 
◆ objects
◆ pad05C
      
        
          | std::uint32_t RE::AIProcess::pad05C | 
      
 
 
◆ pad09C
      
        
          | std::uint32_t RE::AIProcess::pad09C | 
      
 
 
◆ pad13C
      
        
          | std::uint32_t RE::AIProcess::pad13C | 
      
 
 
◆ processLevel
◆ savedAcquireObject
◆ skippedTimeStampForPathing
      
        
          | bool RE::AIProcess::skippedTimeStampForPathing | 
      
 
 
◆ target
◆ trackedDamage
      
        
          | float RE::AIProcess::trackedDamage | 
      
 
 
◆ unk0B8
◆ unk100
      
        
          | std::uint64_t RE::AIProcess::unk100 | 
      
 
 
◆ unk108
      
        
          | std::uint64_t RE::AIProcess::unk108 | 
      
 
 
◆ unk120
      
        
          | std::uint64_t RE::AIProcess::unk120 | 
      
 
 
◆ unk128
      
        
          | std::uint64_t RE::AIProcess::unk128 | 
      
 
 
◆ unk130
      
        
          | std::uint32_t RE::AIProcess::unk130 | 
      
 
 
◆ unk134
      
        
          | std::uint16_t RE::AIProcess::unk134 | 
      
 
 
The documentation for this class was generated from the following file: