CommonLibSSE (powerof3)
RE::AIProcess Class Reference

#include <AIProcess.h>

Classes

struct  Data0B8
 
struct  EquippedObject
 
struct  Hands
 

Public Types

enum class  LowProcessFlags : std::uint8_t {
  kNone = 0 , kTargetActivated = 1 << 0 , kCurrentActionComplete = 1 << 1 , kAlert = 1 << 3 ,
  kFollower = 1 << 4 , kPackageDoneOnce = 1 << 5 , kPackageIdleDone = 1 << 6
}
 
using Hand = Hands::Hand
 

Public Member Functions

void AddToProcedureIndexRunning (Actor *a_actor, std::uint32_t a_num)
 
void ClearActionHeadtrackTarget (bool a_defaultHold)
 
void ClearMuzzleFlashes ()
 
void ComputeLastTimeProcessed ()
 
float GetCachedHeight () const
 
bhkCharacterControllerGetCharController ()
 
ActorHandle GetCommandingActor () const
 
TESShoutGetCurrentShout ()
 
TESFormGetEquippedLeftHand ()
 
TESFormGetEquippedRightHand ()
 
ObjectRefHandle GetHeadtrackTarget () const
 
bool GetIsSummonedCreature () const noexcept
 
NiAVObjectGetMagicNode (const BSTSmartPointer< BipedAnim > &a_biped) const
 
ObjectRefHandle GetOccupiedFurniture () const
 
float GetRegenDelay (ActorValue a_actorvalue) const
 
TESPackageGetRunningPackage () const
 
ActorGetUserData () const
 
float GetVoiceRecoveryTime () const
 
NiAVObjectGetWeaponNode (const BSTSmartPointer< BipedAnim > &a_biped) const
 
bool InHighProcess () const
 
bool InMiddleHighProcess () const
 
bool InMiddleLowProcess () const
 
bool InLowProcess () const
 
bool IsArrested () const
 
bool IsGhost () const
 
bool IsInCommandState () const
 
void KnockExplosion (Actor *a_actor, const NiPoint3 &a_location, float a_magnitude)
 
bool PlayIdle (Actor *a_actor, TESIdleForm *a_idle, TESObjectREFR *a_target)
 
void RandomlyPlaySpecialIdles (Actor *a_actor)
 
void SetActorsDetectionEvent (Actor *a_actor, const NiPoint3 &a_location, std::int32_t a_soundLevel, TESObjectREFR *a_ref)
 
void SetArrested (bool a_arrested)
 
void SetCachedHeight (float a_height)
 
void SetHeadtrackTarget (Actor *a_owner, NiPoint3 &a_targetPosition)
 
void Set3DUpdateFlag (RESET_3D_FLAGS a_flags)
 
void SetRunOncePackage (TESPackage *a_package, Actor *a_actor)
 
bool SetupSpecialIdle (Actor *a_actor, DEFAULT_OBJECT a_action, TESIdleForm *a_idle, bool a_arg5, bool a_arg6, TESObjectREFR *a_target)
 
void StopCurrentIdle (Actor *a_actor, bool a_forceIdleStop)
 
void Update3DModel (Actor *a_actor)
 
void UpdateRegenDelay (ActorValue a_actorValue, float a_regenDelay)
 

Public Attributes

MiddleLowProcessDatamiddleLow
 
MiddleHighProcessDatamiddleHigh
 
HighProcessDatahigh
 
ActorPackage currentPackage
 
float hourLastProcessed
 
float dateLastProcessed
 
CachedValuescachedValues
 
std::int32_t numberItemsActivate
 
std::uint32_t pad05C
 
BSSimpleList< ObjectstoAcquire * > objects
 
BSSimpleList< TESObjectREFR * > genericLocations
 
ObjectstoAcquireacquireObject
 
ObjectstoAcquiresavedAcquireObject
 
float essentialDownTimer
 
float deathTime
 
float trackedDamage
 
std::uint32_t pad09C
 
BSTArray< EquippedObjectequippedForms
 
Data0B8 unk0B8
 
TESFormequippedObjects [Hand::kTotal]
 
std::uint64_t unk100
 
std::uint64_t unk108
 
RefHandle followTarget
 
RefHandle target
 
RefHandle arrestTarget
 
std::uint64_t unk120
 
std::uint64_t unk128
 
std::uint32_t unk130
 
std::uint16_t unk134
 
REX::EnumSet< LowProcessFlags, std::uint8_t > lowProcessFlags
 
REX::EnumSet< PROCESS_TYPE, std::uint8_t > processLevel
 
bool skippedTimeStampForPathing
 
bool ignoringCombat
 
bool endAlarmOnActor
 
bool escortingPlayer
 
std::uint32_t pad13C
 

Protected Member Functions

void Update3DModel_Impl (Actor *a_actor)
 

Member Typedef Documentation

◆ Hand

Member Enumeration Documentation

◆ LowProcessFlags

enum RE::AIProcess::LowProcessFlags : std::uint8_t
strong
Enumerator
kNone 
kTargetActivated 
kCurrentActionComplete 
kAlert 
kFollower 
kPackageDoneOnce 
kPackageIdleDone 

Member Function Documentation

◆ 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()

bhkCharacterController* RE::AIProcess::GetCharController ( )

◆ GetCommandingActor()

ActorHandle RE::AIProcess::GetCommandingActor ( ) const

◆ GetCurrentShout()

TESShout* RE::AIProcess::GetCurrentShout ( )

◆ GetEquippedLeftHand()

TESForm* RE::AIProcess::GetEquippedLeftHand ( )

◆ GetEquippedRightHand()

TESForm* RE::AIProcess::GetEquippedRightHand ( )

◆ GetHeadtrackTarget()

ObjectRefHandle RE::AIProcess::GetHeadtrackTarget ( ) const

◆ GetIsSummonedCreature()

bool RE::AIProcess::GetIsSummonedCreature ( ) const
noexcept

◆ GetMagicNode()

NiAVObject* RE::AIProcess::GetMagicNode ( const BSTSmartPointer< BipedAnim > &  a_biped) const

◆ GetOccupiedFurniture()

ObjectRefHandle RE::AIProcess::GetOccupiedFurniture ( ) const

◆ 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()

NiAVObject* RE::AIProcess::GetWeaponNode ( const BSTSmartPointer< BipedAnim > &  a_biped) const

◆ 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()

bool RE::AIProcess::PlayIdle ( Actor a_actor,
TESIdleForm a_idle,
TESObjectREFR a_target 
)

◆ RandomlyPlaySpecialIdles()

void RE::AIProcess::RandomlyPlaySpecialIdles ( Actor a_actor)

◆ Set3DUpdateFlag()

void RE::AIProcess::Set3DUpdateFlag ( RESET_3D_FLAGS  a_flags)

◆ 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()

bool RE::AIProcess::SetupSpecialIdle ( Actor a_actor,
DEFAULT_OBJECT  a_action,
TESIdleForm a_idle,
bool  a_arg5,
bool  a_arg6,
TESObjectREFR a_target 
)

◆ 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 
)

Member Data Documentation

◆ acquireObject

ObjectstoAcquire* RE::AIProcess::acquireObject

◆ arrestTarget

RefHandle RE::AIProcess::arrestTarget

◆ cachedValues

CachedValues* RE::AIProcess::cachedValues

◆ currentPackage

ActorPackage RE::AIProcess::currentPackage

◆ dateLastProcessed

float RE::AIProcess::dateLastProcessed

◆ deathTime

float RE::AIProcess::deathTime

◆ endAlarmOnActor

bool RE::AIProcess::endAlarmOnActor

◆ equippedForms

BSTArray<EquippedObject> RE::AIProcess::equippedForms

◆ equippedObjects

TESForm* RE::AIProcess::equippedObjects[Hand::kTotal]

◆ escortingPlayer

bool RE::AIProcess::escortingPlayer

◆ essentialDownTimer

float RE::AIProcess::essentialDownTimer

◆ followTarget

RefHandle RE::AIProcess::followTarget

◆ genericLocations

BSSimpleList<TESObjectREFR*> RE::AIProcess::genericLocations

◆ high

HighProcessData* RE::AIProcess::high

◆ hourLastProcessed

float RE::AIProcess::hourLastProcessed

◆ ignoringCombat

bool RE::AIProcess::ignoringCombat

◆ lowProcessFlags

REX::EnumSet<LowProcessFlags, std::uint8_t> RE::AIProcess::lowProcessFlags

◆ middleHigh

MiddleHighProcessData* RE::AIProcess::middleHigh

◆ middleLow

MiddleLowProcessData* RE::AIProcess::middleLow

◆ numberItemsActivate

std::int32_t RE::AIProcess::numberItemsActivate

◆ objects

BSSimpleList<ObjectstoAcquire*> RE::AIProcess::objects

◆ pad05C

std::uint32_t RE::AIProcess::pad05C

◆ pad09C

std::uint32_t RE::AIProcess::pad09C

◆ pad13C

std::uint32_t RE::AIProcess::pad13C

◆ processLevel

REX::EnumSet<PROCESS_TYPE, std::uint8_t> RE::AIProcess::processLevel

◆ savedAcquireObject

ObjectstoAcquire* RE::AIProcess::savedAcquireObject

◆ skippedTimeStampForPathing

bool RE::AIProcess::skippedTimeStampForPathing

◆ target

RefHandle RE::AIProcess::target

◆ trackedDamage

float RE::AIProcess::trackedDamage

◆ unk0B8

Data0B8 RE::AIProcess::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: