#include <ActorEquipManager.h>
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| void | EquipObject (Actor *a_actor, TESBoundObject *a_object, ExtraDataList *a_extraData=nullptr, std::uint32_t a_count=1, const BGSEquipSlot *a_slot=nullptr, bool a_queueEquip=true, bool a_forceEquip=false, bool a_playSounds=true, bool a_applyNow=false) |
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| void | EquipShout (Actor *a_actor, TESShout *a_shout) |
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| void | EquipSpell (Actor *a_actor, SpellItem *a_spell, const BGSEquipSlot *a_slot=nullptr) |
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| bool | UnequipObject (Actor *a_actor, TESBoundObject *a_object, ExtraDataList *a_extraData=nullptr, std::uint32_t a_count=1, const BGSEquipSlot *a_slot=nullptr, bool a_queueEquip=true, bool a_forceEquip=false, bool a_playSounds=true, bool a_applyNow=false, const BGSEquipSlot *a_slotToReplace=nullptr) |
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| using | Type = typename Traits::Type |
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| using | Allocator = typename Traits::Allocator |
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◆ EquipObject()
| void RE::ActorEquipManager::EquipObject |
( |
Actor * |
a_actor, |
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TESBoundObject * |
a_object, |
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ExtraDataList * |
a_extraData = nullptr, |
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std::uint32_t |
a_count = 1, |
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const BGSEquipSlot * |
a_slot = nullptr, |
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bool |
a_queueEquip = true, |
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bool |
a_forceEquip = false, |
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bool |
a_playSounds = true, |
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bool |
a_applyNow = false |
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) |
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◆ EquipShout()
| void RE::ActorEquipManager::EquipShout |
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Actor * |
a_actor, |
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TESShout * |
a_shout |
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) |
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◆ EquipSpell()
◆ GetSingleton()
◆ UnequipObject()
| bool RE::ActorEquipManager::UnequipObject |
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Actor * |
a_actor, |
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TESBoundObject * |
a_object, |
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ExtraDataList * |
a_extraData = nullptr, |
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std::uint32_t |
a_count = 1, |
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const BGSEquipSlot * |
a_slot = nullptr, |
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bool |
a_queueEquip = true, |
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bool |
a_forceEquip = false, |
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bool |
a_playSounds = true, |
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bool |
a_applyNow = false, |
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const BGSEquipSlot * |
a_slotToReplace = nullptr |
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) |
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◆ unk01
| bool RE::ActorEquipManager::unk01 |
The documentation for this class was generated from the following file: