CommonLibSSE (powerof3)
RE::BoundItemEffect Class Reference

#include <BoundItemEffect.h>

Inheritance diagram for RE::BoundItemEffect:
RE::ActiveEffect RE::BSTEventSink< ActorInventoryEvent >

Public Member Functions

virtual void Update (float a_delta) override
 
virtual void SaveGame (BGSSaveFormBuffer *a_buf) override
 
virtual void LoadGame (BGSLoadFormBuffer *a_buf) override
 
virtual void FinishLoadGame (BGSLoadFormBuffer *a_buf) override
 
virtual void Revert (BGSLoadFormBuffer *a_buf) override
 
virtual void ClearTargetImpl () override
 
virtual ~BoundItemEffect ()
 
virtual void Start () override
 
virtual void Finish () override
 
virtual bool CanFinish () override
 
virtual BSEventNotifyControl ProcessEvent (const ActorInventoryEvent *a_event, BSTEventSource< ActorInventoryEvent > *a_eventSource) override
 
- Public Member Functions inherited from RE::ActiveEffect
virtual void AdjustForPerks (Actor *a_caster, MagicTarget *a_target)
 
virtual void OnAdd (MagicTarget *a_target)
 
virtual void OnRemove ()
 
virtual TESObjectREFRGetVisualsTarget ()
 
virtual void EvaluateConditions (float a_delta, bool a_forceUpdate)
 
virtual bool IsCausingHealthDamage ()
 
virtual void SetLocation (const NiPoint3 &a_location)
 
virtual std::int32_t Compare (ActiveEffect *a_otherEffect)
 
virtual void HandleEvent (const BSFixedString &a_eventName)
 
virtual void SwitchAttachedRoot (NiNode *a_root, NiNode *a_attachRoot)
 
virtual void HandleQueuedStart ()
 
virtual bool ShouldDispelOnDeath () const
 
virtual bool GetAllowMultipleCastingSourceStacking ()
 
virtual ~ActiveEffect ()
 
virtual bool CheckCustomSkillUseConditions () const
 
virtual float GetCustomSkillUseMagnitudeMultiplier (float a_mult) const
 
void Dispel (bool a_force)
 
EffectSettingGetBaseObject () noexcept
 
const EffectSettingGetBaseObject () const noexcept
 
NiPointer< ActorGetCasterActor () const
 
float GetMagnitude () const
 
ActorGetTargetActor ()
 
const ActorGetTargetActor () const
 
- Public Member Functions inherited from RE::BSTEventSink< ActorInventoryEvent >
virtual ~BSTEventSink ()=default
 

Public Attributes

BSTArray< SpellItem * > spells
 
bool unkB0
 
bool unkB1
 
bool unkB2
 
- Public Attributes inherited from RE::ActiveEffect
ActiveEffectReferenceEffectController hitEffectController
 
BSSoundHandle persistentSound
 
ActorHandle caster
 
NiPointer< NiNodesourceNode
 
MagicItemspell
 
Effecteffect
 
MagicTargettarget
 
TESBoundObjectsource
 
BSSimpleList< ReferenceEffect * > * hitEffects
 
MagicItemdisplacementSpell
 
float elapsedSeconds
 
float duration
 
float magnitude
 
REX::EnumSet< Flag, std::uint32_t > flags
 
REX::EnumSet< ConditionStatus, std::uint32_t > conditionStatus
 
std::uint16_t usUniqueID
 
std::uint16_t pad86
 
MagicSystem::CastingSource castingSource
 
std::uint32_t pad8C
 

Static Public Attributes

static constexpr auto RTTI = RTTI_BoundItemEffect
 
static constexpr auto VTABLE = VTABLE_BoundItemEffect
 
- Static Public Attributes inherited from RE::ActiveEffect
static constexpr auto RTTI = RTTI_ActiveEffect
 
static constexpr auto VTABLE = VTABLE_ActiveEffect
 
static constexpr auto VMTYPEID = static_cast<VMTypeID>(142)
 

Additional Inherited Members

- Public Types inherited from RE::ActiveEffect
enum class  Flag {
  kHasConditions = 1 << 7 , kEnchanting = 1 << 8 , kRecovers = 1 << 9 , kDual = 1 << 12 ,
  kInactive = 1 << 15 , kDispelled = 1 << 18
}
 
enum class  ConditionStatus
 

Constructor & Destructor Documentation

◆ ~BoundItemEffect()

virtual RE::BoundItemEffect::~BoundItemEffect ( )
virtual

Member Function Documentation

◆ CanFinish()

virtual bool RE::BoundItemEffect::CanFinish ( )
overridevirtual

Reimplemented from RE::ActiveEffect.

◆ ClearTargetImpl()

virtual void RE::BoundItemEffect::ClearTargetImpl ( )
overridevirtual

Reimplemented from RE::ActiveEffect.

◆ Finish()

virtual void RE::BoundItemEffect::Finish ( )
overridevirtual

Reimplemented from RE::ActiveEffect.

◆ FinishLoadGame()

virtual void RE::BoundItemEffect::FinishLoadGame ( BGSLoadFormBuffer a_buf)
overridevirtual

Reimplemented from RE::ActiveEffect.

◆ LoadGame()

virtual void RE::BoundItemEffect::LoadGame ( BGSLoadFormBuffer a_buf)
overridevirtual

Reimplemented from RE::ActiveEffect.

◆ ProcessEvent()

virtual BSEventNotifyControl RE::BoundItemEffect::ProcessEvent ( const ActorInventoryEvent a_event,
BSTEventSource< ActorInventoryEvent > *  a_eventSource 
)
overridevirtual

◆ Revert()

virtual void RE::BoundItemEffect::Revert ( BGSLoadFormBuffer a_buf)
overridevirtual

Reimplemented from RE::ActiveEffect.

◆ SaveGame()

virtual void RE::BoundItemEffect::SaveGame ( BGSSaveFormBuffer a_buf)
overridevirtual

Reimplemented from RE::ActiveEffect.

◆ Start()

virtual void RE::BoundItemEffect::Start ( )
overridevirtual

Reimplemented from RE::ActiveEffect.

◆ Update()

virtual void RE::BoundItemEffect::Update ( float  a_delta)
overridevirtual

Reimplemented from RE::ActiveEffect.

Member Data Documentation

◆ RTTI

constexpr auto RE::BoundItemEffect::RTTI = RTTI_BoundItemEffect
inlinestaticconstexpr

◆ spells

BSTArray<SpellItem*> RE::BoundItemEffect::spells

◆ unkB0

bool RE::BoundItemEffect::unkB0

◆ unkB1

bool RE::BoundItemEffect::unkB1

◆ unkB2

bool RE::BoundItemEffect::unkB2

◆ VTABLE

constexpr auto RE::BoundItemEffect::VTABLE = VTABLE_BoundItemEffect
inlinestaticconstexpr

The documentation for this class was generated from the following file: