CommonLibSSE (powerof3)
RE::TESObjectREFR Class Reference

#include <TESObjectREFR.h>

Inheritance diagram for RE::TESObjectREFR:
RE::TESForm RE::BSHandleRefObject RE::BSTEventSink< BSAnimationGraphEvent > RE::IAnimationGraphManagerHolder RE::BaseFormComponent RE::NiRefObject RE::Actor RE::Explosion RE::Hazard RE::Projectile RE::Character RE::BarrierProjectile RE::BeamProjectile RE::ConeProjectile RE::FlameProjectile RE::GrenadeProjectile RE::MissileProjectile RE::PlayerCharacter RE::ArrowProjectile

Classes

struct  ChangeFlags
 
struct  RecordFlags
 

Public Types

using Count = std::int32_t
 
using InventoryCountMap = std::map< TESBoundObject *, Count >
 
using InventoryItemMap = std::map< TESBoundObject *, std::pair< Count, std::unique_ptr< InventoryEntryData > >>
 
using InventoryDropMap = std::map< TESBoundObject *, std::pair< Count, std::vector< ObjectRefHandle > >>
 
- Public Types inherited from RE::TESForm
enum class  InGameFormFlag {
  kNone = 0 , kWantsDelete = 1 << 0 , kForcedPersistent = 1 << 1 , kNoFavorAllowed = 1 << 4 ,
  kIsSkyObject = 1 << 5 , kRefOriginalPersistent = 1 << 6 , kRefPermanentlyDeleted = 1 << 7
}
 
- Public Types inherited from RE::BSHandleRefObject
enum  { kRefCountMask = 0x3FF , kHandleValid = 1 << 10 }
 

Public Member Functions

 ~TESObjectREFR () override
 
void InitializeData () override
 
void ClearData () override
 
bool Load (TESFile *a_mod) override
 
TESFormCreateDuplicateForm (bool a_createEditorID, void *a_arg2) override
 
bool CheckSaveGame (BGSSaveFormBuffer *a_buf) override
 
void SaveGame (BGSSaveFormBuffer *a_buf) override
 
void LoadGame (BGSLoadFormBuffer *a_buf) override
 
void InitLoadGame (BGSLoadFormBuffer *a_buf) override
 
void FinishLoadGame (BGSLoadFormBuffer *a_buf) override
 
void Revert (BGSLoadFormBuffer *a_buf) override
 
void InitItemImpl () override
 
FormType GetSavedFormType () const override
 
void GetFormDetailedString (char *a_buf, std::uint32_t a_bufLen) override
 
bool GetRandomAnim () const override
 
bool IsHeadingMarker () const override
 
bool GetDangerous () const override
 
bool GetObstacle () const override
 
bool GetOnLocalMap () const override
 
bool GetMustUpdate () const override
 
void SetOnLocalMap (bool a_set) override
 
bool GetIgnoredBySandbox () const override
 
void SetDelete (bool a_set) override
 
void SetAltered (bool a_set) override
 
bool IsWater () const override
 
TESObjectREFRAsReference1 () override
 
const TESObjectREFRAsReference2 () const override
 
bool BelongsInGroup (FORM *a_form, bool a_allowParentGroups, bool a_currentOnly) override
 
void CreateGroupData (FORM *a_form, FORM_GROUP *a_group) override
 
const char * GetFormEditorID () const override
 
BSEventNotifyControl ProcessEvent (const BSAnimationGraphEvent *a_event, BSTEventSource< BSAnimationGraphEvent > *a_dispatcher) override
 
bool GetAnimationGraphManagerImpl (BSTSmartPointer< BSAnimationGraphManager > &a_out) const override
 
bool SetAnimationGraphManagerImpl (BSTSmartPointer< BSAnimationGraphManager > &a_in) override
 
bool PopulateGraphNodesToTarget (BSScrapArray< NiAVObject * > &a_nodes) override
 
bool ConstructAnimationGraph (BSTSmartPointer< BShkbAnimationGraph > &a_out) override
 
bool SetupAnimEventSinks (const BSTSmartPointer< BShkbAnimationGraph > &a_animGraph) override
 
void PostChangeAnimationManager (const BSTSmartPointer< BShkbAnimationGraph > &a_arg1, const BSTSmartPointer< BShkbAnimationGraph > &a_arg2) override
 
virtual void Predestroy ()
 
virtual BGSLocationGetEditorLocation1 () const
 
virtual bool GetEditorLocation2 (NiPoint3 &a_outPos, NiPoint3 &a_outRot, TESForm *&a_outWorldOrCell, TESObjectCELL *a_fallback)
 
virtual void ForceEditorLocation (BGSLocation *a_location)
 
virtual void Update3DPosition (bool a_warp)
 
virtual void UpdateSoundCallBack (bool a_endSceneAction)
 
virtual bool SetDialogueWithPlayer (bool a_flag, bool a_forceGreet, TESTopicInfo *a_topic)
 
virtual void DamageObject (float a_objectHealth, bool a_arg3)
 
virtual bool GetFullLODRef () const
 
virtual void SetFullLODRef (bool a_set)
 
virtual BGSAnimationSequencerGetSequencer () const
 
virtual bool QCanUpdateSync () const
 
virtual bool GetAllowPromoteToPersistent () const
 
virtual bool HasKeywordHelper (const BGSKeyword *a_keyword) const
 
virtual TESPackageCheckForCurrentAliasPackage ()
 
virtual BGSSceneGetCurrentScene () const
 
virtual void SetCurrentScene (BGSScene *a_scene)
 
virtual bool UpdateInDialogue (DialogueResponse *a_response, bool a_unused)
 
virtual BGSDialogueBranchGetExclusiveBranch () const
 
virtual void SetExclusiveBranch (BGSDialogueBranch *a_branch)
 
virtual void PauseCurrentDialogue ()
 
virtual void SetActorCause (ActorCause *a_cause)
 
virtual ActorCauseGetActorCause () const
 
virtual NiPoint3 GetStartingAngle () const
 
virtual NiPoint3 GetStartingLocation () const
 
virtual void SetStartingPosition (const NiPoint3 &a_pos)
 
virtual void UpdateRefLight ()
 
virtual ObjectRefHandle RemoveItem (TESBoundObject *a_item, std::int32_t a_count, ITEM_REMOVE_REASON a_reason, ExtraDataList *a_extraList, TESObjectREFR *a_moveToRef, const NiPoint3 *a_dropLoc=0, const NiPoint3 *a_rotate=0)
 
virtual bool AddWornItem (TESBoundObject *a_item, std::int32_t a_count, bool a_forceEquip, std::uint32_t a_arg4, std::uint32_t a_arg5)
 
virtual void DoTrap1 (TrapData &a_data)
 
virtual void DoTrap2 (TrapEntry *a_trap, TargetEntry *a_target)
 
virtual void AddObjectToContainer (TESBoundObject *a_object, ExtraDataList *a_extraList, std::int32_t a_count, TESObjectREFR *a_fromRefr)
 
virtual NiPoint3 GetLookingAtLocation () const
 
virtual MagicCasterGetMagicCaster (MagicSystem::CastingSource a_source)
 
virtual MagicTargetGetMagicTarget ()
 
virtual bool IsChild () const
 
virtual TESActorBaseGetTemplateActorBase ()
 
virtual void SetTemplateActorBase (TESActorBase *a_template)
 
virtual BSFaceGenNiNodeGetFaceNodeSkinned ()
 
virtual BSFaceGenNiNodeGetFaceNode ()
 
virtual BSFaceGenAnimationDataGetFaceGenAnimationData ()
 
virtual bool ClampToGround ()
 
virtual bool DetachHavok (NiAVObject *a_obj3D)
 
virtual void InitHavok ()
 
virtual void Unk_67 (void)
 
virtual void Unk_68 (void)
 
virtual void Unk_69 (void)
 
virtual NiAVObjectLoad3D (bool a_backgroundLoading)
 
virtual void Release3DRelatedData ()
 
virtual void Set3D (NiAVObject *a_object, bool a_queue3DTasks=true)
 
virtual bool ShouldBackgroundClone () const
 
virtual void Unk_6E (void)
 
virtual NiAVObjectGet3D1 (bool a_firstPerson) const
 
virtual NiAVObjectGet3D2 () const
 
virtual bool Is3rdPersonVisible () const
 
virtual bool PopulateGraphProjectsToLoad (void) const
 
virtual NiPoint3 GetBoundMin () const
 
virtual NiPoint3 GetBoundMax () const
 
virtual void Unk_75 (void)
 
virtual bool InitNonNPCAnimation (NiNode &a_nodeForAnim)
 
virtual bool CheckAndFixSkinAndBoneOrder (NiNode &a_nodeToTest)
 
virtual void Unk_78 (void)
 
virtual void ModifyAnimationUpdateData (BSAnimationUpdateData &a_data)
 
virtual bool ShouldSaveAnimationOnUnloading () const
 
virtual bool ShouldSaveAnimationOnSaving () const
 
virtual bool ShouldPerformRevert () const
 
virtual void UpdateAnimation (float a_delta)
 
virtual const BSTSmartPointer< BipedAnim > & GetBiped1 (bool a_firstPerson) const
 
virtual const BSTSmartPointer< BipedAnim > & GetBiped2 () const
 
virtual const BSTSmartPointer< BipedAnim > & GetCurrentBiped () const
 
virtual void SetBiped (const BSTSmartPointer< BipedAnim > &a_biped)
 
virtual void RemoveWeapon (BIPED_OBJECT equipIndex)
 
virtual void Unk_83 (void)
 
virtual void SetObjectReference (TESBoundObject *a_object)
 
virtual void MoveHavok (bool a_forceRec)
 
virtual void GetLinearVelocity (NiPoint3 &a_velocity) const
 
virtual void SetActionComplete (bool a_set)
 
virtual void SetMovementComplete (bool a_set)
 
virtual void Disable ()
 
virtual void ResetInventory (bool a_leveledOnly)
 
virtual NiNodeGetFireNode ()
 
virtual void SetFireNode (NiNode *a_fireNode)
 
virtual NiAVObjectGetCurrent3D () const
 
virtual ExplosionAsExplosion ()
 
virtual ProjectileAsProjectile ()
 
virtual bool OnAddCellPerformQueueReference (TESObjectCELL &a_cell) const
 
virtual void DoMoveToHigh ()
 
virtual void TryMoveToMiddleLow ()
 
virtual bool TryChangeSkyCellActorsProcessLevel ()
 
virtual void Unk_94 (void)
 
virtual void TryUpdateActorLastSeenTime ()
 
virtual void Unk_96 (void)
 
virtual TESObjectCELLGetSaveParentCell () const
 
virtual void SetParentCell (TESObjectCELL *a_cell)
 
virtual bool IsDead (bool a_notEssential=true) const
 
virtual BSAnimNoteReceiver * CreateAnimNoteReceiver ()
 
virtual BSAnimNoteReceiver * GetAnimNoteReceiver ()
 
virtual bool ProcessInWater (hkpCollidable *a_collidable, float a_waterHeight, float a_deltaTime)
 
virtual bool ApplyCurrent (float a_velocityTime, const hkVector4 &a_velocity)
 
virtual TESAmmoGetCurrentAmmo () const
 
virtual BGSDecalGroupGetDecalGroup () const
 
virtual bool Unk_A0 (NiAVObject *a_node, float &a_angleX, float &a_angleZ, NiPoint3 &a_pos) const
 
virtual void UnequipItem (std::uint64_t a_arg1, TESBoundObject *a_object)
 
bool ActivateRef (TESObjectREFR *a_activator, std::uint8_t a_arg2, TESBoundObject *a_object, std::int32_t a_count, bool a_defaultProcessingOnly)
 
ModelReferenceEffectApplyArtObject (BGSArtObject *a_artObject, float a_duration=-1.0f, TESObjectREFR *a_facingRef=nullptr, bool a_faceTarget=false, bool a_attachToCamera=false, NiAVObject *a_attachNode=nullptr, bool a_interfaceEffect=false)
 
ShaderReferenceEffectApplyEffectShader (TESEffectShader *a_effectShader, float a_duration=-1.0f, TESObjectREFR *a_facingRef=nullptr, bool a_faceTarget=false, bool a_attachToCamera=false, NiAVObject *a_attachNode=nullptr, bool a_interfaceEffect=false)
 
bool CanBeMoved ()
 
ObjectRefHandle CreateRefHandle ()
 
void DoTrap (TrapData &a_data)
 
void DoTrap (TrapEntry *a_trap, TargetEntry *a_target)
 
void Enable (bool a_resetInventory)
 
NiAVObjectGet3D () const
 
NiAVObjectGet3D (bool a_firstPerson) const
 
TESNPCGetActorOwner ()
 
NiPoint3 GetAngle () const
 
float GetAngleX () const
 
float GetAngleY () const
 
float GetAngleZ () const
 
float GetBaseHeight () const
 
TESBoundObjectGetBaseObject ()
 
const TESBoundObjectGetBaseObject () const
 
const BSTSmartPointer< BipedAnim > & GetBiped () const
 
const BSTSmartPointer< BipedAnim > & GetBiped (bool a_firstPerson) const
 
std::uint16_t GetCalcLevel (bool a_adjustLevel) const
 
TESContainerGetContainer () const
 
BGSLocationGetCurrentLocation () const
 
const char * GetDisplayFullName ()
 
float GetDistance (TESObjectREFR *a_other, bool a_disabledRefs=false, bool a_ignoreWorldspace=false) const
 
InventoryDropMap GetDroppedInventory ()
 
InventoryDropMap GetDroppedInventory (std::function< bool(TESBoundObject &)> a_filter)
 
BGSEncounterZoneGetEncounterZone () const
 
BGSLocationGetEditorLocation () const
 
bool GetEditorLocation (NiPoint3 &a_outPos, NiPoint3 &a_outRot, TESForm *&a_outWorldOrCell, TESObjectCELL *a_fallback)
 
EnchantmentItemGetEnchantment () const
 
std::optional< double > GetEnchantmentCharge () const
 
TESFactionGetFactionOwner ()
 
ObjectRefHandle GetHandle ()
 
float GetHeadingAngle (const RE::NiPoint3 &a_pos, bool a_abs)
 
float GetHeight () const
 
InventoryItemMap GetInventory ()
 
InventoryItemMap GetInventory (std::function< bool(TESBoundObject &)> a_filter, bool a_noInit=false)
 
std::int32_t GetInventoryCount (bool no_init=false)
 
InventoryCountMap GetInventoryCounts ()
 
InventoryCountMap GetInventoryCounts (std::function< bool(TESBoundObject &)> a_filter, bool a_noInit=false)
 
InventoryChangesGetInventoryChanges (bool a_noInit=false)
 
TESObjectREFRGetLinkedRef (BGSKeyword *a_keyword)
 
REFR_LOCKGetLock () const
 
LOCK_LEVEL GetLockLevel () const
 
const char * GetName () const
 
NiAVObjectGetNodeByName (const BSFixedString &a_nodeName)
 
constexpr TESBoundObjectGetObjectReference () const noexcept
 
TESFormGetOwner () const
 
constexpr TESObjectCELLGetParentCell () const noexcept
 
constexpr NiPoint3 GetPosition () const noexcept
 
constexpr float GetPositionX () const noexcept
 
constexpr float GetPositionY () const noexcept
 
constexpr float GetPositionZ () const noexcept
 
float GetScale () const
 
NiControllerSequenceGetSequence (stl::zstring a_name) const
 
std::uint32_t GetStealValue (const InventoryEntryData *a_entryData, std::uint32_t a_numItems, bool a_useMult) const
 
float GetSubmergeLevel (float a_zPos, TESObjectCELL *a_cell) const
 
void GetTransform (NiTransform &a_transform) const
 
float GetWaterHeight () const
 
float GetWeight () const
 
float GetWeightInContainer ()
 
TESWorldSpaceGetWorldspace () const
 
bool HasCollision () const
 
bool HasContainer () const
 
bool HasKeyword (const BGSKeyword *a_keyword) const
 
bool HasKeywordInArray (const std::vector< BGSKeyword * > &a_keywords, bool a_matchAll) const
 
bool HasKeywordInList (BGSListForm *a_keywordList, bool a_matchAll) const
 
bool HasKeywordWithType (DEFAULT_OBJECT keywordType) const
 
bool HasQuestObject () const
 
void InitChildActivates (TESObjectREFR *a_actionRef)
 
bool InitInventoryIfRequired (bool a_ignoreContainerExtraData=false)
 
bool Is3DLoaded () const
 
bool IsActivationBlocked () const
 
bool IsAnimal () const
 
bool IsAnOwner (const Actor *a_testOwner, bool a_useFaction, bool a_requiresOwner) const
 
bool IsCrimeToActivate ()
 
bool IsDisabled () const
 
bool IsDragon () const
 
bool IsEnchanted () const
 
bool IsHorse () const
 
bool IsHumanoid () const
 
bool IsInitiallyDisabled () const
 
bool IsInWater () const
 
bool IsJewelry () const
 
bool IsLocked () const
 
bool IsMarkedForDeletion () const
 
bool IsOffLimits ()
 
bool IsPersistent () const
 
bool IsPointSubmergedMoreThan (const NiPoint3 &a_pos, TESObjectCELL *a_cell, float a_waterLevel) const
 
void MoveTo (TESObjectREFR *a_target)
 
bool MoveToNode (TESObjectREFR *a_target, const BSFixedString &a_nodeName)
 
bool MoveToNode (TESObjectREFR *a_target, NiAVObject *a_node)
 
bool NameIncludes (std::string_view a_word) const
 
void OpenContainer (std::int32_t a_openType) const
 
NiPointer< TESObjectREFRPlaceObjectAtMe (TESBoundObject *a_baseToPlace, bool a_forcePersist) const
 
void PlayAnimation (stl::zstring a_from, stl::zstring a_to)
 
void PlayAnimation (NiControllerManager *a_manager, NiControllerSequence *a_toSeq, NiControllerSequence *a_fromSeq)
 
void SetActivationBlocked (bool a_blocked)
 
void SetCollision (bool a_enable)
 
bool SetDisplayName (const BSFixedString &a_name, bool a_force)
 
void SetEncounterZone (BGSEncounterZone *a_zone)
 
bool SetMotionType (hkpMotion::MotionType a_motionType, bool a_allowActivate=true)
 
void SetOwner (TESForm *a_owner)
 
void SetPosition (float a_x, float a_y, float a_z)
 
void SetPosition (NiPoint3 a_pos)
 
void SetTemporary ()
 
- Public Member Functions inherited from RE::TESForm
 ~TESForm () override
 
void InitializeDataComponent () override
 
void ClearDataComponent () override
 
void CopyComponent (BaseFormComponent *a_rhs) override
 
virtual bool LoadPartial (TESFile *a_mod)
 
virtual bool LoadEdit (TESFile *a_mod)
 
virtual bool AddChange (std::uint32_t a_changeFlags)
 
virtual void RemoveChange (std::uint32_t a_changeFlags)
 
virtual bool FindInFileFast (TESFile *a_mod)
 
virtual TESFileGetDescriptionOwnerFile () const
 
virtual bool GetKnown () const
 
virtual bool GetPlayable () const
 
virtual bool QHasCurrents () const
 
virtual bool QIsLODLandObject () const
 
virtual void SaveObjectBound ()
 
virtual void LoadObjectBound (TESFile *a_mod)
 
virtual bool IsBoundObject () const
 
virtual bool IsObject () const
 
virtual bool IsMagicItem () const
 
virtual std::uint32_t GetRefCount () const
 
virtual const char * GetTextForParsedSubTag (const BSFixedString &a_tag) const
 
virtual void Copy (TESForm *a_srcForm)
 
virtual bool SetFormEditorID (const char *a_str)
 
virtual bool IsParentForm ()
 
virtual bool IsParentFormTree ()
 
virtual bool IsFormTypeChild (FormType a_type)
 
virtual bool Activate (TESObjectREFR *a_targetRef, TESObjectREFR *a_activatorRef, std::uint8_t a_arg3, TESBoundObject *a_object, std::int32_t a_targetCount)
 
virtual void SetFormID (FormID a_id, bool a_updateFile)
 
virtual const char * GetObjectTypeName () const
 
virtual bool QAvailableInGame () const
 
template<class T , class = std::enable_if_t< std::negation_v< std::disjunction< std::is_pointer<T>, std::is_reference<T>, std::is_const<T>, std::is_volatile<T>>>>>
T * As () noexcept
 
template<class T , class = std::enable_if_t< std::negation_v< std::disjunction< std::is_pointer<T>, std::is_reference<T>, std::is_const<T>, std::is_volatile<T>>>>>
const T * As () const noexcept
 
TESObjectREFRAsReference ()
 
const TESObjectREFRAsReference () const
 
TESFileGetFile (std::int32_t a_idx=-1) const
 
std::uint32_t GetFormFlags () const noexcept
 
FormID GetFormID () const noexcept
 
FormType GetFormType () const noexcept
 
std::int32_t GetGoldValue () const
 
FormID GetLocalFormID ()
 
const char * GetName () const
 
float GetWeight () const
 
bool HasKeywordInArray (const std::vector< BGSKeyword * > &a_keywords, bool a_matchAll) const
 
bool HasAnyKeywordByEditorID (const std::vector< std::string > &editorIDs) const
 
bool HasKeywordByEditorID (std::string_view a_editorID)
 
bool HasKeywordInList (BGSListForm *a_keywordList, bool a_matchAll) const
 
bool HasVMAD () const
 
bool HasWorldModel () const noexcept
 
void InitItem ()
 
bool Is (FormType a_type) const noexcept
 
template<class... Args>
bool Is (Args... a_args) const noexcept requires(std
 
bool IsAmmo () const noexcept
 
bool IsArmor () const noexcept
 
bool IsBook () const noexcept
 
bool IsDeleted () const noexcept
 
bool IsDynamicForm () const noexcept
 
bool IsGold () const noexcept
 
bool IsIgnored () const noexcept
 
bool IsInventoryObject () const
 
bool IsInitialized () const noexcept
 
bool IsKey () const noexcept
 
bool IsLockpick () const noexcept
 
bool IsNot (FormType a_type) const noexcept
 
template<class... Args>
bool IsNot (Args... a_args) const noexcept requires(std
 
bool IsNote () const noexcept
 
bool IsPlayer () const noexcept
 
bool IsPlayerRef () const noexcept
 
bool IsSkooma () const noexcept
 
bool IsSoulGem () const noexcept
 
bool IsWeapon () const noexcept
 
void SetPlayerKnows (bool a_known)
 
- Public Member Functions inherited from RE::BaseFormComponent
virtual ~BaseFormComponent ()
 
 TES_HEAP_REDEFINE_NEW ()
 
- Public Member Functions inherited from RE::BSHandleRefObject
 ~BSHandleRefObject () override
 
void DecRefCount ()
 
void IncRefCount ()
 
bool IsHandleValid () const
 
std::uint32_t QRefCount () const
 
- Public Member Functions inherited from RE::NiRefObject
 NiRefObject ()
 
virtual ~NiRefObject ()
 
virtual void DeleteThis ()
 
void IncRefCount ()
 
void DecRefCount ()
 
constexpr std::uint32_t GetRefCount () const noexcept
 
 TES_HEAP_REDEFINE_NEW ()
 
- Public Member Functions inherited from RE::BSTEventSink< BSAnimationGraphEvent >
virtual ~BSTEventSink ()=default
 
- Public Member Functions inherited from RE::IAnimationGraphManagerHolder
virtual ~IAnimationGraphManagerHolder ()
 
virtual bool NotifyAnimationGraph (const BSFixedString &a_eventName)
 
virtual void Unk_06 (void)
 
virtual void Unk_07 (void)
 
virtual void Unk_09 (void)
 
virtual bool CreateAnimationChannels (BSScrapArray< BSTSmartPointer< BSAnimationGraphChannel >> &animGraphChannels)
 
virtual void PostCreateAnimationGraphManager (BSTSmartPointer< BSAnimationGraphManager > &a_animGraphMgr)
 
virtual void Unk_0C (void)
 
virtual void Unk_0E (void)
 
virtual std::uint32_t GetGraphVariableCacheSize () const
 
virtual bool GetGraphVariableImpl1 (const BSFixedString &a_variableName, float &a_out) const
 
virtual bool GetGraphVariableImpl2 (const BSFixedString &a_variableName, std::int32_t &a_out) const
 
virtual bool GetGraphVariableImpl3 (const BSFixedString &a_variableName, bool &a_out) const
 
bool GetAnimationGraphManager (BSTSmartPointer< BSAnimationGraphManager > &a_out) const
 
bool GetGraphVariableFloat (const BSFixedString &a_variableName, float &a_out) const
 
bool GetGraphVariableInt (const BSFixedString &a_variableName, std::int32_t &a_out) const
 
bool GetGraphVariableBool (const BSFixedString &a_variableName, bool &a_out) const
 
bool GetGraphVariableNiPoint3 (const BSFixedString &a_variableName, NiPoint3 &a_out) const
 
bool SetAnimationGraphManager (BSTSmartPointer< BSAnimationGraphManager > &a_in)
 
bool SetGraphVariableBool (const BSFixedString &a_variableName, bool a_in)
 
bool SetGraphVariableInt (const BSFixedString &a_variableName, std::int32_t a_in)
 
bool SetGraphVariableFloat (const BSFixedString &a_variableName, float a_in)
 
bool SetGraphVariableNiPoint3 (const BSFixedString &a_variableName, NiPoint3 &a_in) const
 
bool UpdateAnimationGraphManager (const BSAnimationUpdateData &a_updateData)
 

Static Public Member Functions

static ObjectRefHandle CreateReference (ObjectRefHandle &a_handleOut, FormType a_formType, bool a_addActorToProcessList)
 
static NiPointer< TESObjectREFRLookupByHandle (RefHandle a_refHandle)
 
static bool LookupByHandle (RefHandle a_refHandle, NiPointer< TESObjectREFR > &a_refrOut)
 
static TESObjectREFRFindReferenceFor3D (NiAVObject *a_object3D)
 
- Static Public Member Functions inherited from RE::TESForm
static void AddCompileIndex (FormID &a_id, TESFile *a_file)
 
static auto GetAllForms () -> std::pair< BSTHashMap< FormID, TESForm * > *, std::reference_wrapper< BSReadWriteLock >>
 
static auto GetAllFormsByEditorID () -> std::pair< BSTHashMap< BSFixedString, TESForm * > *, std::reference_wrapper< BSReadWriteLock >>
 
static TESFormLookupByID (FormID a_formID)
 
template<class T >
static T * LookupByID (FormID a_formID)
 
static TESFormLookupByEditorID (const std::string_view &a_editorID)
 
template<class T >
static T * LookupByEditorID (const std::string_view &a_editorID)
 
- Static Public Member Functions inherited from RE::NiRefObject
static volatile std::uint32_t * GetTotalObjectCount ()
 

Public Attributes

OBJ_REFR data
 
TESObjectCELLparentCell
 
LOADED_REF_DATAloadedData
 
ExtraDataList extraList
 
std::uint64_t unk88
 
std::uint16_t refScale
 
std::int8_t modelState
 
bool preDestroyed
 
std::uint32_t pad94
 
- Public Attributes inherited from RE::TESForm
TESFileContainer sourceFiles
 
std::uint32_t formFlags
 
FormID formID
 
REX::EnumSet< InGameFormFlag, std::uint16_t > inGameFormFlags
 
REX::EnumSet< FormType, std::uint8_t > formType
 
std::uint8_t pad1B
 
std::uint32_t pad1C
 
- Public Attributes inherited from RE::NiRefObject
volatile std::uint32_t _refCount { 0 }
 
std::uint32_t _pad0C { 0 }
 

Static Public Attributes

static constexpr auto RTTI = RTTI_TESObjectREFR
 
static constexpr auto VTABLE = VTABLE_TESObjectREFR
 
static constexpr auto FORMTYPE = FormType::Reference
 
static constexpr auto DEFAULT_INVENTORY_FILTER = [](TESBoundObject&) { return true; }
 
- Static Public Attributes inherited from RE::TESForm
static constexpr auto RTTI = RTTI_TESForm
 
static constexpr auto VTABLE = VTABLE_TESForm
 
static constexpr auto FORMTYPE = FormType::None
 
- Static Public Attributes inherited from RE::BaseFormComponent
static constexpr auto RTTI = RTTI_BaseFormComponent
 
static constexpr auto VTABLE = VTABLE_BaseFormComponent
 
- Static Public Attributes inherited from RE::BSHandleRefObject
static constexpr auto RTTI = RTTI_BSHandleRefObject
 
static constexpr auto VTABLE = VTABLE_BSHandleRefObject
 
- Static Public Attributes inherited from RE::NiRefObject
static constexpr auto RTTI = RTTI_NiRefObject
 
static constexpr auto VTABLE = VTABLE_NiRefObject
 
- Static Public Attributes inherited from RE::IAnimationGraphManagerHolder
static constexpr auto RTTI = RTTI_IAnimationGraphManagerHolder
 
static constexpr auto VTABLE = VTABLE_IAnimationGraphManagerHolder
 

Member Typedef Documentation

◆ Count

using RE::TESObjectREFR::Count = std::int32_t

◆ InventoryCountMap

◆ InventoryDropMap

using RE::TESObjectREFR::InventoryDropMap = std::map<TESBoundObject*, std::pair<Count, std::vector<ObjectRefHandle> >>

◆ InventoryItemMap

using RE::TESObjectREFR::InventoryItemMap = std::map<TESBoundObject*, std::pair<Count, std::unique_ptr<InventoryEntryData> >>

Constructor & Destructor Documentation

◆ ~TESObjectREFR()

RE::TESObjectREFR::~TESObjectREFR ( )
override

Member Function Documentation

◆ ActivateRef()

bool RE::TESObjectREFR::ActivateRef ( TESObjectREFR a_activator,
std::uint8_t  a_arg2,
TESBoundObject a_object,
std::int32_t  a_count,
bool  a_defaultProcessingOnly 
)

◆ AddObjectToContainer()

virtual void RE::TESObjectREFR::AddObjectToContainer ( TESBoundObject a_object,
ExtraDataList a_extraList,
std::int32_t  a_count,
TESObjectREFR a_fromRefr 
)
virtual

Reimplemented in RE::Actor.

◆ AddWornItem()

virtual bool RE::TESObjectREFR::AddWornItem ( TESBoundObject a_item,
std::int32_t  a_count,
bool  a_forceEquip,
std::uint32_t  a_arg4,
std::uint32_t  a_arg5 
)
virtual

Reimplemented in RE::Actor.

◆ ApplyArtObject()

ModelReferenceEffect* RE::TESObjectREFR::ApplyArtObject ( BGSArtObject a_artObject,
float  a_duration = -1.0f,
TESObjectREFR a_facingRef = nullptr,
bool  a_faceTarget = false,
bool  a_attachToCamera = false,
NiAVObject a_attachNode = nullptr,
bool  a_interfaceEffect = false 
)

◆ ApplyCurrent()

virtual bool RE::TESObjectREFR::ApplyCurrent ( float  a_velocityTime,
const hkVector4 a_velocity 
)
virtual

Reimplemented in RE::Actor.

◆ ApplyEffectShader()

ShaderReferenceEffect* RE::TESObjectREFR::ApplyEffectShader ( TESEffectShader a_effectShader,
float  a_duration = -1.0f,
TESObjectREFR a_facingRef = nullptr,
bool  a_faceTarget = false,
bool  a_attachToCamera = false,
NiAVObject a_attachNode = nullptr,
bool  a_interfaceEffect = false 
)

◆ AsExplosion()

virtual Explosion* RE::TESObjectREFR::AsExplosion ( )
virtual

Reimplemented in RE::Explosion.

◆ AsProjectile()

virtual Projectile* RE::TESObjectREFR::AsProjectile ( )
virtual

Reimplemented in RE::Projectile.

◆ AsReference1()

TESObjectREFR* RE::TESObjectREFR::AsReference1 ( )
overridevirtual

Reimplemented from RE::TESForm.

◆ AsReference2()

const TESObjectREFR* RE::TESObjectREFR::AsReference2 ( ) const
overridevirtual

Reimplemented from RE::TESForm.

◆ BelongsInGroup()

bool RE::TESObjectREFR::BelongsInGroup ( FORM a_form,
bool  a_allowParentGroups,
bool  a_currentOnly 
)
overridevirtual

Reimplemented from RE::TESForm.

◆ CanBeMoved()

bool RE::TESObjectREFR::CanBeMoved ( )

◆ CheckAndFixSkinAndBoneOrder()

virtual bool RE::TESObjectREFR::CheckAndFixSkinAndBoneOrder ( NiNode a_nodeToTest)
virtual

◆ CheckForCurrentAliasPackage()

virtual TESPackage* RE::TESObjectREFR::CheckForCurrentAliasPackage ( )
virtual

Reimplemented in RE::Actor.

◆ CheckSaveGame()

bool RE::TESObjectREFR::CheckSaveGame ( BGSSaveFormBuffer a_buf)
overridevirtual

Reimplemented from RE::TESForm.

◆ ClampToGround()

virtual bool RE::TESObjectREFR::ClampToGround ( )
virtual

◆ ClearData()

void RE::TESObjectREFR::ClearData ( )
overridevirtual

Reimplemented from RE::TESForm.

◆ ConstructAnimationGraph()

bool RE::TESObjectREFR::ConstructAnimationGraph ( BSTSmartPointer< BShkbAnimationGraph > &  a_out)
overridevirtual

◆ CreateAnimNoteReceiver()

virtual BSAnimNoteReceiver* RE::TESObjectREFR::CreateAnimNoteReceiver ( )
virtual

◆ CreateDuplicateForm()

TESForm* RE::TESObjectREFR::CreateDuplicateForm ( bool  a_createEditorID,
void *  a_arg2 
)
overridevirtual

Reimplemented from RE::TESForm.

◆ CreateGroupData()

void RE::TESObjectREFR::CreateGroupData ( FORM a_form,
FORM_GROUP a_group 
)
overridevirtual

Reimplemented from RE::TESForm.

◆ CreateReference()

static ObjectRefHandle RE::TESObjectREFR::CreateReference ( ObjectRefHandle a_handleOut,
FormType  a_formType,
bool  a_addActorToProcessList 
)
static

◆ CreateRefHandle()

ObjectRefHandle RE::TESObjectREFR::CreateRefHandle ( )

◆ DamageObject()

virtual void RE::TESObjectREFR::DamageObject ( float  a_objectHealth,
bool  a_arg3 
)
virtual

◆ DetachHavok()

virtual bool RE::TESObjectREFR::DetachHavok ( NiAVObject a_obj3D)
virtual

Reimplemented in RE::Projectile, and RE::Actor.

◆ Disable()

virtual void RE::TESObjectREFR::Disable ( )
virtual

Reimplemented in RE::Actor.

◆ DoMoveToHigh()

virtual void RE::TESObjectREFR::DoMoveToHigh ( )
virtual

Reimplemented in RE::Actor.

◆ DoTrap() [1/2]

void RE::TESObjectREFR::DoTrap ( TrapData &  a_data)

◆ DoTrap() [2/2]

void RE::TESObjectREFR::DoTrap ( TrapEntry *  a_trap,
TargetEntry *  a_target 
)

◆ DoTrap1()

virtual void RE::TESObjectREFR::DoTrap1 ( TrapData &  a_data)
virtual

Reimplemented in RE::Actor.

◆ DoTrap2()

virtual void RE::TESObjectREFR::DoTrap2 ( TrapEntry *  a_trap,
TargetEntry *  a_target 
)
virtual

Reimplemented in RE::Actor.

◆ Enable()

void RE::TESObjectREFR::Enable ( bool  a_resetInventory)

◆ FindReferenceFor3D()

static TESObjectREFR* RE::TESObjectREFR::FindReferenceFor3D ( NiAVObject a_object3D)
static

◆ FinishLoadGame()

void RE::TESObjectREFR::FinishLoadGame ( BGSLoadFormBuffer a_buf)
overridevirtual

Reimplemented from RE::TESForm.

◆ ForceEditorLocation()

virtual void RE::TESObjectREFR::ForceEditorLocation ( BGSLocation a_location)
virtual

Reimplemented in RE::Actor.

◆ Get3D() [1/2]

NiAVObject* RE::TESObjectREFR::Get3D ( ) const

◆ Get3D() [2/2]

NiAVObject* RE::TESObjectREFR::Get3D ( bool  a_firstPerson) const

◆ Get3D1()

virtual NiAVObject* RE::TESObjectREFR::Get3D1 ( bool  a_firstPerson) const
virtual

◆ Get3D2()

virtual NiAVObject* RE::TESObjectREFR::Get3D2 ( ) const
virtual

◆ GetActorCause()

virtual ActorCause* RE::TESObjectREFR::GetActorCause ( ) const
virtual

Reimplemented in RE::Projectile, and RE::Explosion.

◆ GetActorOwner()

TESNPC* RE::TESObjectREFR::GetActorOwner ( )

◆ GetAllowPromoteToPersistent()

virtual bool RE::TESObjectREFR::GetAllowPromoteToPersistent ( ) const
virtual

Reimplemented in RE::Projectile.

◆ GetAngle()

NiPoint3 RE::TESObjectREFR::GetAngle ( ) const

◆ GetAngleX()

float RE::TESObjectREFR::GetAngleX ( ) const

◆ GetAngleY()

float RE::TESObjectREFR::GetAngleY ( ) const

◆ GetAngleZ()

float RE::TESObjectREFR::GetAngleZ ( ) const

◆ GetAnimationGraphManagerImpl()

bool RE::TESObjectREFR::GetAnimationGraphManagerImpl ( BSTSmartPointer< BSAnimationGraphManager > &  a_out) const
overridevirtual

◆ GetAnimNoteReceiver()

virtual BSAnimNoteReceiver* RE::TESObjectREFR::GetAnimNoteReceiver ( )
virtual

◆ GetBaseHeight()

float RE::TESObjectREFR::GetBaseHeight ( ) const

◆ GetBaseObject() [1/2]

TESBoundObject* RE::TESObjectREFR::GetBaseObject ( )

◆ GetBaseObject() [2/2]

const TESBoundObject* RE::TESObjectREFR::GetBaseObject ( ) const

◆ GetBiped() [1/2]

const BSTSmartPointer<BipedAnim>& RE::TESObjectREFR::GetBiped ( ) const

◆ GetBiped() [2/2]

const BSTSmartPointer<BipedAnim>& RE::TESObjectREFR::GetBiped ( bool  a_firstPerson) const

◆ GetBiped1()

virtual const BSTSmartPointer<BipedAnim>& RE::TESObjectREFR::GetBiped1 ( bool  a_firstPerson) const
virtual

◆ GetBiped2()

virtual const BSTSmartPointer<BipedAnim>& RE::TESObjectREFR::GetBiped2 ( ) const
virtual

◆ GetBoundMax()

virtual NiPoint3 RE::TESObjectREFR::GetBoundMax ( ) const
virtual

Reimplemented in RE::Actor.

◆ GetBoundMin()

virtual NiPoint3 RE::TESObjectREFR::GetBoundMin ( ) const
virtual

Reimplemented in RE::Actor.

◆ GetCalcLevel()

std::uint16_t RE::TESObjectREFR::GetCalcLevel ( bool  a_adjustLevel) const

◆ GetContainer()

TESContainer* RE::TESObjectREFR::GetContainer ( ) const

◆ GetCurrent3D()

virtual NiAVObject* RE::TESObjectREFR::GetCurrent3D ( ) const
virtual

◆ GetCurrentAmmo()

virtual TESAmmo* RE::TESObjectREFR::GetCurrentAmmo ( ) const
virtual

Reimplemented in RE::Actor.

◆ GetCurrentBiped()

virtual const BSTSmartPointer<BipedAnim>& RE::TESObjectREFR::GetCurrentBiped ( ) const
virtual

◆ GetCurrentLocation()

BGSLocation* RE::TESObjectREFR::GetCurrentLocation ( ) const

◆ GetCurrentScene()

virtual BGSScene* RE::TESObjectREFR::GetCurrentScene ( ) const
virtual

Reimplemented in RE::Actor.

◆ GetDangerous()

bool RE::TESObjectREFR::GetDangerous ( ) const
overridevirtual

Reimplemented from RE::TESForm.

◆ GetDecalGroup()

virtual BGSDecalGroup* RE::TESObjectREFR::GetDecalGroup ( ) const
virtual

Reimplemented in RE::GrenadeProjectile.

◆ GetDisplayFullName()

const char* RE::TESObjectREFR::GetDisplayFullName ( )

◆ GetDistance()

float RE::TESObjectREFR::GetDistance ( TESObjectREFR a_other,
bool  a_disabledRefs = false,
bool  a_ignoreWorldspace = false 
) const

◆ GetDroppedInventory() [1/2]

InventoryDropMap RE::TESObjectREFR::GetDroppedInventory ( )

◆ GetDroppedInventory() [2/2]

InventoryDropMap RE::TESObjectREFR::GetDroppedInventory ( std::function< bool(TESBoundObject &)>  a_filter)

◆ GetEditorLocation() [1/2]

BGSLocation* RE::TESObjectREFR::GetEditorLocation ( ) const

◆ GetEditorLocation() [2/2]

bool RE::TESObjectREFR::GetEditorLocation ( NiPoint3 a_outPos,
NiPoint3 a_outRot,
TESForm *&  a_outWorldOrCell,
TESObjectCELL a_fallback 
)

◆ GetEditorLocation1()

virtual BGSLocation* RE::TESObjectREFR::GetEditorLocation1 ( ) const
virtual

Reimplemented in RE::Actor.

◆ GetEditorLocation2()

virtual bool RE::TESObjectREFR::GetEditorLocation2 ( NiPoint3 a_outPos,
NiPoint3 a_outRot,
TESForm *&  a_outWorldOrCell,
TESObjectCELL a_fallback 
)
virtual

Reimplemented in RE::Actor.

◆ GetEnchantment()

EnchantmentItem* RE::TESObjectREFR::GetEnchantment ( ) const

◆ GetEnchantmentCharge()

std::optional<double> RE::TESObjectREFR::GetEnchantmentCharge ( ) const

◆ GetEncounterZone()

BGSEncounterZone* RE::TESObjectREFR::GetEncounterZone ( ) const

◆ GetExclusiveBranch()

virtual BGSDialogueBranch* RE::TESObjectREFR::GetExclusiveBranch ( ) const
virtual

Reimplemented in RE::Actor.

◆ GetFaceGenAnimationData()

virtual BSFaceGenAnimationData* RE::TESObjectREFR::GetFaceGenAnimationData ( )
virtual

Reimplemented in RE::Character, and RE::Actor.

◆ GetFaceNode()

virtual BSFaceGenNiNode* RE::TESObjectREFR::GetFaceNode ( )
virtual

◆ GetFaceNodeSkinned()

virtual BSFaceGenNiNode* RE::TESObjectREFR::GetFaceNodeSkinned ( )
virtual

Reimplemented in RE::Character.

◆ GetFactionOwner()

TESFaction* RE::TESObjectREFR::GetFactionOwner ( )

◆ GetFireNode()

virtual NiNode* RE::TESObjectREFR::GetFireNode ( )
virtual

Reimplemented in RE::Projectile, and RE::Actor.

◆ GetFormDetailedString()

void RE::TESObjectREFR::GetFormDetailedString ( char *  a_buf,
std::uint32_t  a_bufLen 
)
overridevirtual

Reimplemented from RE::TESForm.

◆ GetFormEditorID()

const char* RE::TESObjectREFR::GetFormEditorID ( ) const
overridevirtual

Reimplemented from RE::TESForm.

◆ GetFullLODRef()

virtual bool RE::TESObjectREFR::GetFullLODRef ( ) const
virtual

◆ GetHandle()

ObjectRefHandle RE::TESObjectREFR::GetHandle ( )

◆ GetHeadingAngle()

float RE::TESObjectREFR::GetHeadingAngle ( const RE::NiPoint3 a_pos,
bool  a_abs 
)

◆ GetHeight()

float RE::TESObjectREFR::GetHeight ( ) const

◆ GetIgnoredBySandbox()

bool RE::TESObjectREFR::GetIgnoredBySandbox ( ) const
overridevirtual

Reimplemented from RE::TESForm.

◆ GetInventory() [1/2]

InventoryItemMap RE::TESObjectREFR::GetInventory ( )

◆ GetInventory() [2/2]

InventoryItemMap RE::TESObjectREFR::GetInventory ( std::function< bool(TESBoundObject &)>  a_filter,
bool  a_noInit = false 
)

◆ GetInventoryChanges()

InventoryChanges* RE::TESObjectREFR::GetInventoryChanges ( bool  a_noInit = false)

◆ GetInventoryCount()

std::int32_t RE::TESObjectREFR::GetInventoryCount ( bool  no_init = false)

◆ GetInventoryCounts() [1/2]

InventoryCountMap RE::TESObjectREFR::GetInventoryCounts ( )

◆ GetInventoryCounts() [2/2]

InventoryCountMap RE::TESObjectREFR::GetInventoryCounts ( std::function< bool(TESBoundObject &)>  a_filter,
bool  a_noInit = false 
)

◆ GetLinearVelocity()

virtual void RE::TESObjectREFR::GetLinearVelocity ( NiPoint3 a_velocity) const
virtual

Reimplemented in RE::Projectile, and RE::Actor.

◆ GetLinkedRef()

TESObjectREFR* RE::TESObjectREFR::GetLinkedRef ( BGSKeyword a_keyword)

◆ GetLock()

REFR_LOCK* RE::TESObjectREFR::GetLock ( ) const

◆ GetLockLevel()

LOCK_LEVEL RE::TESObjectREFR::GetLockLevel ( ) const

◆ GetLookingAtLocation()

virtual NiPoint3 RE::TESObjectREFR::GetLookingAtLocation ( ) const
virtual

Reimplemented in RE::Actor.

◆ GetMagicCaster()

virtual MagicCaster* RE::TESObjectREFR::GetMagicCaster ( MagicSystem::CastingSource  a_source)
virtual

Reimplemented in RE::Projectile, RE::Explosion, and RE::Actor.

◆ GetMagicTarget()

virtual MagicTarget* RE::TESObjectREFR::GetMagicTarget ( )
virtual

Reimplemented in RE::Actor.

◆ GetMustUpdate()

bool RE::TESObjectREFR::GetMustUpdate ( ) const
overridevirtual

Reimplemented from RE::TESForm.

◆ GetName()

const char* RE::TESObjectREFR::GetName ( ) const

◆ GetNodeByName()

NiAVObject* RE::TESObjectREFR::GetNodeByName ( const BSFixedString a_nodeName)

◆ GetObjectReference()

constexpr TESBoundObject* RE::TESObjectREFR::GetObjectReference ( ) const
inlineconstexprnoexcept

◆ GetObstacle()

bool RE::TESObjectREFR::GetObstacle ( ) const
overridevirtual

Reimplemented from RE::TESForm.

◆ GetOnLocalMap()

bool RE::TESObjectREFR::GetOnLocalMap ( ) const
overridevirtual

Reimplemented from RE::TESForm.

◆ GetOwner()

TESForm* RE::TESObjectREFR::GetOwner ( ) const

◆ GetParentCell()

constexpr TESObjectCELL* RE::TESObjectREFR::GetParentCell ( ) const
inlineconstexprnoexcept

◆ GetPosition()

constexpr NiPoint3 RE::TESObjectREFR::GetPosition ( ) const
inlineconstexprnoexcept

◆ GetPositionX()

constexpr float RE::TESObjectREFR::GetPositionX ( ) const
inlineconstexprnoexcept

◆ GetPositionY()

constexpr float RE::TESObjectREFR::GetPositionY ( ) const
inlineconstexprnoexcept

◆ GetPositionZ()

constexpr float RE::TESObjectREFR::GetPositionZ ( ) const
inlineconstexprnoexcept

◆ GetRandomAnim()

bool RE::TESObjectREFR::GetRandomAnim ( ) const
overridevirtual

Reimplemented from RE::TESForm.

◆ GetSavedFormType()

FormType RE::TESObjectREFR::GetSavedFormType ( ) const
overridevirtual

Reimplemented from RE::TESForm.

◆ GetSaveParentCell()

virtual TESObjectCELL* RE::TESObjectREFR::GetSaveParentCell ( ) const
virtual

◆ GetScale()

float RE::TESObjectREFR::GetScale ( ) const

◆ GetSequence()

NiControllerSequence* RE::TESObjectREFR::GetSequence ( stl::zstring  a_name) const

◆ GetSequencer()

virtual BGSAnimationSequencer* RE::TESObjectREFR::GetSequencer ( ) const
virtual

Reimplemented in RE::Actor.

◆ GetStartingAngle()

virtual NiPoint3 RE::TESObjectREFR::GetStartingAngle ( ) const
virtual

Reimplemented in RE::Actor.

◆ GetStartingLocation()

virtual NiPoint3 RE::TESObjectREFR::GetStartingLocation ( ) const
virtual

Reimplemented in RE::Actor.

◆ GetStealValue()

std::uint32_t RE::TESObjectREFR::GetStealValue ( const InventoryEntryData a_entryData,
std::uint32_t  a_numItems,
bool  a_useMult 
) const

◆ GetSubmergeLevel()

float RE::TESObjectREFR::GetSubmergeLevel ( float  a_zPos,
TESObjectCELL a_cell 
) const

◆ GetTemplateActorBase()

virtual TESActorBase* RE::TESObjectREFR::GetTemplateActorBase ( )
virtual

◆ GetTransform()

void RE::TESObjectREFR::GetTransform ( NiTransform a_transform) const

◆ GetWaterHeight()

float RE::TESObjectREFR::GetWaterHeight ( ) const

◆ GetWeight()

float RE::TESObjectREFR::GetWeight ( ) const

◆ GetWeightInContainer()

float RE::TESObjectREFR::GetWeightInContainer ( )

◆ GetWorldspace()

TESWorldSpace* RE::TESObjectREFR::GetWorldspace ( ) const

◆ HasCollision()

bool RE::TESObjectREFR::HasCollision ( ) const

◆ HasContainer()

bool RE::TESObjectREFR::HasContainer ( ) const

◆ HasKeyword()

bool RE::TESObjectREFR::HasKeyword ( const BGSKeyword a_keyword) const

◆ HasKeywordHelper()

virtual bool RE::TESObjectREFR::HasKeywordHelper ( const BGSKeyword a_keyword) const
virtual

Reimplemented in RE::Projectile, and RE::Actor.

◆ HasKeywordInArray()

bool RE::TESObjectREFR::HasKeywordInArray ( const std::vector< BGSKeyword * > &  a_keywords,
bool  a_matchAll 
) const

◆ HasKeywordInList()

bool RE::TESObjectREFR::HasKeywordInList ( BGSListForm a_keywordList,
bool  a_matchAll 
) const

◆ HasKeywordWithType()

bool RE::TESObjectREFR::HasKeywordWithType ( DEFAULT_OBJECT  keywordType) const

◆ HasQuestObject()

bool RE::TESObjectREFR::HasQuestObject ( ) const

◆ InitChildActivates()

void RE::TESObjectREFR::InitChildActivates ( TESObjectREFR a_actionRef)

◆ InitHavok()

virtual void RE::TESObjectREFR::InitHavok ( )
virtual

◆ InitializeData()

void RE::TESObjectREFR::InitializeData ( )
overridevirtual

Reimplemented from RE::TESForm.

◆ InitInventoryIfRequired()

bool RE::TESObjectREFR::InitInventoryIfRequired ( bool  a_ignoreContainerExtraData = false)

◆ InitItemImpl()

void RE::TESObjectREFR::InitItemImpl ( )
overridevirtual

Reimplemented from RE::TESForm.

◆ InitLoadGame()

void RE::TESObjectREFR::InitLoadGame ( BGSLoadFormBuffer a_buf)
overridevirtual

Reimplemented from RE::TESForm.

◆ InitNonNPCAnimation()

virtual bool RE::TESObjectREFR::InitNonNPCAnimation ( NiNode a_nodeForAnim)
virtual

◆ Is3DLoaded()

bool RE::TESObjectREFR::Is3DLoaded ( ) const

◆ Is3rdPersonVisible()

virtual bool RE::TESObjectREFR::Is3rdPersonVisible ( ) const
virtual

◆ IsActivationBlocked()

bool RE::TESObjectREFR::IsActivationBlocked ( ) const

◆ IsAnimal()

bool RE::TESObjectREFR::IsAnimal ( ) const

◆ IsAnOwner()

bool RE::TESObjectREFR::IsAnOwner ( const Actor a_testOwner,
bool  a_useFaction,
bool  a_requiresOwner 
) const

◆ IsChild()

virtual bool RE::TESObjectREFR::IsChild ( ) const
virtual

Reimplemented in RE::Character, and RE::Actor.

◆ IsCrimeToActivate()

bool RE::TESObjectREFR::IsCrimeToActivate ( )

◆ IsDead()

virtual bool RE::TESObjectREFR::IsDead ( bool  a_notEssential = true) const
virtual

Reimplemented in RE::Actor.

◆ IsDisabled()

bool RE::TESObjectREFR::IsDisabled ( ) const

◆ IsDragon()

bool RE::TESObjectREFR::IsDragon ( ) const

◆ IsEnchanted()

bool RE::TESObjectREFR::IsEnchanted ( ) const

◆ IsHeadingMarker()

bool RE::TESObjectREFR::IsHeadingMarker ( ) const
overridevirtual

Reimplemented from RE::TESForm.

◆ IsHorse()

bool RE::TESObjectREFR::IsHorse ( ) const

◆ IsHumanoid()

bool RE::TESObjectREFR::IsHumanoid ( ) const

◆ IsInitiallyDisabled()

bool RE::TESObjectREFR::IsInitiallyDisabled ( ) const

◆ IsInWater()

bool RE::TESObjectREFR::IsInWater ( ) const

◆ IsJewelry()

bool RE::TESObjectREFR::IsJewelry ( ) const

◆ IsLocked()

bool RE::TESObjectREFR::IsLocked ( ) const

◆ IsMarkedForDeletion()

bool RE::TESObjectREFR::IsMarkedForDeletion ( ) const

◆ IsOffLimits()

bool RE::TESObjectREFR::IsOffLimits ( )

◆ IsPersistent()

bool RE::TESObjectREFR::IsPersistent ( ) const

◆ IsPointSubmergedMoreThan()

bool RE::TESObjectREFR::IsPointSubmergedMoreThan ( const NiPoint3 a_pos,
TESObjectCELL a_cell,
float  a_waterLevel 
) const

◆ IsWater()

bool RE::TESObjectREFR::IsWater ( ) const
overridevirtual

Reimplemented from RE::TESForm.

◆ Load()

bool RE::TESObjectREFR::Load ( TESFile a_mod)
overridevirtual

Reimplemented from RE::TESForm.

◆ Load3D()

virtual NiAVObject* RE::TESObjectREFR::Load3D ( bool  a_backgroundLoading)
virtual

◆ LoadGame()

void RE::TESObjectREFR::LoadGame ( BGSLoadFormBuffer a_buf)
overridevirtual

Reimplemented from RE::TESForm.

◆ LookupByHandle() [1/2]

static NiPointer<TESObjectREFR> RE::TESObjectREFR::LookupByHandle ( RefHandle  a_refHandle)
static

◆ LookupByHandle() [2/2]

static bool RE::TESObjectREFR::LookupByHandle ( RefHandle  a_refHandle,
NiPointer< TESObjectREFR > &  a_refrOut 
)
static

◆ ModifyAnimationUpdateData()

virtual void RE::TESObjectREFR::ModifyAnimationUpdateData ( BSAnimationUpdateData a_data)
virtual

Reimplemented in RE::Actor.

◆ MoveHavok()

virtual void RE::TESObjectREFR::MoveHavok ( bool  a_forceRec)
virtual

Reimplemented in RE::Projectile, and RE::Actor.

◆ MoveTo()

void RE::TESObjectREFR::MoveTo ( TESObjectREFR a_target)

◆ MoveToNode() [1/2]

bool RE::TESObjectREFR::MoveToNode ( TESObjectREFR a_target,
const BSFixedString a_nodeName 
)

◆ MoveToNode() [2/2]

bool RE::TESObjectREFR::MoveToNode ( TESObjectREFR a_target,
NiAVObject a_node 
)

◆ NameIncludes()

bool RE::TESObjectREFR::NameIncludes ( std::string_view  a_word) const

◆ OnAddCellPerformQueueReference()

virtual bool RE::TESObjectREFR::OnAddCellPerformQueueReference ( TESObjectCELL a_cell) const
virtual

◆ OpenContainer()

void RE::TESObjectREFR::OpenContainer ( std::int32_t  a_openType) const

◆ PauseCurrentDialogue()

virtual void RE::TESObjectREFR::PauseCurrentDialogue ( )
virtual

Reimplemented in RE::Actor.

◆ PlaceObjectAtMe()

NiPointer<TESObjectREFR> RE::TESObjectREFR::PlaceObjectAtMe ( TESBoundObject a_baseToPlace,
bool  a_forcePersist 
) const

◆ PlayAnimation() [1/2]

void RE::TESObjectREFR::PlayAnimation ( NiControllerManager a_manager,
NiControllerSequence a_toSeq,
NiControllerSequence a_fromSeq 
)

◆ PlayAnimation() [2/2]

void RE::TESObjectREFR::PlayAnimation ( stl::zstring  a_from,
stl::zstring  a_to 
)

◆ PopulateGraphNodesToTarget()

bool RE::TESObjectREFR::PopulateGraphNodesToTarget ( BSScrapArray< NiAVObject * > &  a_nodes)
overridevirtual

Reimplemented from RE::IAnimationGraphManagerHolder.

◆ PopulateGraphProjectsToLoad()

virtual bool RE::TESObjectREFR::PopulateGraphProjectsToLoad ( void  ) const
virtual

Reimplemented in RE::Actor.

◆ PostChangeAnimationManager()

void RE::TESObjectREFR::PostChangeAnimationManager ( const BSTSmartPointer< BShkbAnimationGraph > &  a_arg1,
const BSTSmartPointer< BShkbAnimationGraph > &  a_arg2 
)
overridevirtual

Reimplemented from RE::IAnimationGraphManagerHolder.

◆ Predestroy()

virtual void RE::TESObjectREFR::Predestroy ( )
virtual

Reimplemented in RE::Character, and RE::Actor.

◆ ProcessEvent()

BSEventNotifyControl RE::TESObjectREFR::ProcessEvent ( const BSAnimationGraphEvent a_event,
BSTEventSource< BSAnimationGraphEvent > *  a_dispatcher 
)
overridevirtual

◆ ProcessInWater()

virtual bool RE::TESObjectREFR::ProcessInWater ( hkpCollidable a_collidable,
float  a_waterHeight,
float  a_deltaTime 
)
virtual

Reimplemented in RE::Actor.

◆ QCanUpdateSync()

virtual bool RE::TESObjectREFR::QCanUpdateSync ( ) const
virtual

◆ Release3DRelatedData()

virtual void RE::TESObjectREFR::Release3DRelatedData ( )
virtual

Reimplemented in RE::Hazard, and RE::Explosion.

◆ RemoveItem()

virtual ObjectRefHandle RE::TESObjectREFR::RemoveItem ( TESBoundObject a_item,
std::int32_t  a_count,
ITEM_REMOVE_REASON  a_reason,
ExtraDataList a_extraList,
TESObjectREFR a_moveToRef,
const NiPoint3 a_dropLoc = 0,
const NiPoint3 a_rotate = 0 
)
virtual

Reimplemented in RE::Actor.

◆ RemoveWeapon()

virtual void RE::TESObjectREFR::RemoveWeapon ( BIPED_OBJECT  equipIndex)
virtual

Reimplemented in RE::PlayerCharacter, and RE::Actor.

◆ ResetInventory()

virtual void RE::TESObjectREFR::ResetInventory ( bool  a_leveledOnly)
virtual

Reimplemented in RE::Actor.

◆ Revert()

void RE::TESObjectREFR::Revert ( BGSLoadFormBuffer a_buf)
overridevirtual

Reimplemented from RE::TESForm.

◆ SaveGame()

void RE::TESObjectREFR::SaveGame ( BGSSaveFormBuffer a_buf)
overridevirtual

Reimplemented from RE::TESForm.

◆ Set3D()

virtual void RE::TESObjectREFR::Set3D ( NiAVObject a_object,
bool  a_queue3DTasks = true 
)
virtual

Reimplemented in RE::Projectile, and RE::Actor.

◆ SetActionComplete()

virtual void RE::TESObjectREFR::SetActionComplete ( bool  a_set)
virtual

Reimplemented in RE::Actor.

◆ SetActivationBlocked()

void RE::TESObjectREFR::SetActivationBlocked ( bool  a_blocked)

◆ SetActorCause()

virtual void RE::TESObjectREFR::SetActorCause ( ActorCause a_cause)
virtual

Reimplemented in RE::Projectile, RE::Hazard, and RE::Explosion.

◆ SetAltered()

void RE::TESObjectREFR::SetAltered ( bool  a_set)
overridevirtual

Reimplemented from RE::TESForm.

◆ SetAnimationGraphManagerImpl()

bool RE::TESObjectREFR::SetAnimationGraphManagerImpl ( BSTSmartPointer< BSAnimationGraphManager > &  a_in)
overridevirtual

◆ SetBiped()

virtual void RE::TESObjectREFR::SetBiped ( const BSTSmartPointer< BipedAnim > &  a_biped)
virtual

Reimplemented in RE::Character.

◆ SetCollision()

void RE::TESObjectREFR::SetCollision ( bool  a_enable)

◆ SetCurrentScene()

virtual void RE::TESObjectREFR::SetCurrentScene ( BGSScene a_scene)
virtual

Reimplemented in RE::Actor.

◆ SetDelete()

void RE::TESObjectREFR::SetDelete ( bool  a_set)
overridevirtual

Reimplemented from RE::TESForm.

◆ SetDialogueWithPlayer()

virtual bool RE::TESObjectREFR::SetDialogueWithPlayer ( bool  a_flag,
bool  a_forceGreet,
TESTopicInfo a_topic 
)
virtual

Reimplemented in RE::Actor.

◆ SetDisplayName()

bool RE::TESObjectREFR::SetDisplayName ( const BSFixedString a_name,
bool  a_force 
)

◆ SetEncounterZone()

void RE::TESObjectREFR::SetEncounterZone ( BGSEncounterZone a_zone)

◆ SetExclusiveBranch()

virtual void RE::TESObjectREFR::SetExclusiveBranch ( BGSDialogueBranch a_branch)
virtual

Reimplemented in RE::Actor.

◆ SetFireNode()

virtual void RE::TESObjectREFR::SetFireNode ( NiNode a_fireNode)
virtual

Reimplemented in RE::Actor.

◆ SetFullLODRef()

virtual void RE::TESObjectREFR::SetFullLODRef ( bool  a_set)
virtual

◆ SetMotionType()

bool RE::TESObjectREFR::SetMotionType ( hkpMotion::MotionType  a_motionType,
bool  a_allowActivate = true 
)

◆ SetMovementComplete()

virtual void RE::TESObjectREFR::SetMovementComplete ( bool  a_set)
virtual

◆ SetObjectReference()

virtual void RE::TESObjectREFR::SetObjectReference ( TESBoundObject a_object)
virtual

Reimplemented in RE::Actor.

◆ SetOnLocalMap()

void RE::TESObjectREFR::SetOnLocalMap ( bool  a_set)
overridevirtual

Reimplemented from RE::TESForm.

◆ SetOwner()

void RE::TESObjectREFR::SetOwner ( TESForm a_owner)

◆ SetParentCell()

virtual void RE::TESObjectREFR::SetParentCell ( TESObjectCELL a_cell)
virtual

Reimplemented in RE::Actor.

◆ SetPosition() [1/2]

void RE::TESObjectREFR::SetPosition ( float  a_x,
float  a_y,
float  a_z 
)

◆ SetPosition() [2/2]

void RE::TESObjectREFR::SetPosition ( NiPoint3  a_pos)

◆ SetStartingPosition()

virtual void RE::TESObjectREFR::SetStartingPosition ( const NiPoint3 a_pos)
virtual

◆ SetTemplateActorBase()

virtual void RE::TESObjectREFR::SetTemplateActorBase ( TESActorBase a_template)
virtual

◆ SetTemporary()

void RE::TESObjectREFR::SetTemporary ( )

◆ SetupAnimEventSinks()

bool RE::TESObjectREFR::SetupAnimEventSinks ( const BSTSmartPointer< BShkbAnimationGraph > &  a_animGraph)
overridevirtual

Reimplemented from RE::IAnimationGraphManagerHolder.

◆ ShouldBackgroundClone()

virtual bool RE::TESObjectREFR::ShouldBackgroundClone ( ) const
virtual

◆ ShouldPerformRevert()

virtual bool RE::TESObjectREFR::ShouldPerformRevert ( ) const
virtual

Reimplemented in RE::Actor.

◆ ShouldSaveAnimationOnSaving()

virtual bool RE::TESObjectREFR::ShouldSaveAnimationOnSaving ( ) const
virtual

Reimplemented in RE::Actor.

◆ ShouldSaveAnimationOnUnloading()

virtual bool RE::TESObjectREFR::ShouldSaveAnimationOnUnloading ( ) const
virtual

Reimplemented in RE::Actor.

◆ TryChangeSkyCellActorsProcessLevel()

virtual bool RE::TESObjectREFR::TryChangeSkyCellActorsProcessLevel ( )
virtual

Reimplemented in RE::Actor.

◆ TryMoveToMiddleLow()

virtual void RE::TESObjectREFR::TryMoveToMiddleLow ( )
virtual

Reimplemented in RE::Actor.

◆ TryUpdateActorLastSeenTime()

virtual void RE::TESObjectREFR::TryUpdateActorLastSeenTime ( )
virtual

Reimplemented in RE::Actor.

◆ UnequipItem()

virtual void RE::TESObjectREFR::UnequipItem ( std::uint64_t  a_arg1,
TESBoundObject a_object 
)
virtual

Reimplemented in RE::Actor.

◆ Unk_67()

virtual void RE::TESObjectREFR::Unk_67 ( void  )
virtual

Reimplemented in RE::Actor.

◆ Unk_68()

virtual void RE::TESObjectREFR::Unk_68 ( void  )
virtual

Reimplemented in RE::Actor.

◆ Unk_69()

virtual void RE::TESObjectREFR::Unk_69 ( void  )
virtual

Reimplemented in RE::Actor.

◆ Unk_6E()

virtual void RE::TESObjectREFR::Unk_6E ( void  )
virtual

◆ Unk_75()

virtual void RE::TESObjectREFR::Unk_75 ( void  )
virtual

Reimplemented in RE::Actor.

◆ Unk_78()

virtual void RE::TESObjectREFR::Unk_78 ( void  )
virtual

Reimplemented in RE::Actor.

◆ Unk_83()

virtual void RE::TESObjectREFR::Unk_83 ( void  )
virtual

◆ Unk_94()

virtual void RE::TESObjectREFR::Unk_94 ( void  )
virtual

◆ Unk_96()

virtual void RE::TESObjectREFR::Unk_96 ( void  )
virtual

Reimplemented in RE::Actor.

◆ Unk_A0()

virtual bool RE::TESObjectREFR::Unk_A0 ( NiAVObject a_node,
float &  a_angleX,
float &  a_angleZ,
NiPoint3 a_pos 
) const
virtual

◆ Update3DPosition()

virtual void RE::TESObjectREFR::Update3DPosition ( bool  a_warp)
virtual

Reimplemented in RE::Actor.

◆ UpdateAnimation()

virtual void RE::TESObjectREFR::UpdateAnimation ( float  a_delta)
virtual

Reimplemented in RE::Actor.

◆ UpdateInDialogue()

virtual bool RE::TESObjectREFR::UpdateInDialogue ( DialogueResponse a_response,
bool  a_unused 
)
virtual

Reimplemented in RE::Actor.

◆ UpdateRefLight()

virtual void RE::TESObjectREFR::UpdateRefLight ( )
virtual

◆ UpdateSoundCallBack()

virtual void RE::TESObjectREFR::UpdateSoundCallBack ( bool  a_endSceneAction)
virtual

Reimplemented in RE::Actor.

Member Data Documentation

◆ data

OBJ_REFR RE::TESObjectREFR::data

◆ DEFAULT_INVENTORY_FILTER

constexpr auto RE::TESObjectREFR::DEFAULT_INVENTORY_FILTER = [](TESBoundObject&) { return true; }
inlinestaticconstexpr

◆ extraList

ExtraDataList RE::TESObjectREFR::extraList

◆ FORMTYPE

constexpr auto RE::TESObjectREFR::FORMTYPE = FormType::Reference
inlinestaticconstexpr

◆ loadedData

LOADED_REF_DATA* RE::TESObjectREFR::loadedData

◆ modelState

std::int8_t RE::TESObjectREFR::modelState

◆ pad94

std::uint32_t RE::TESObjectREFR::pad94

◆ parentCell

TESObjectCELL* RE::TESObjectREFR::parentCell

◆ preDestroyed

bool RE::TESObjectREFR::preDestroyed

◆ refScale

std::uint16_t RE::TESObjectREFR::refScale

◆ RTTI

constexpr auto RE::TESObjectREFR::RTTI = RTTI_TESObjectREFR
inlinestaticconstexpr

◆ unk88

std::uint64_t RE::TESObjectREFR::unk88

◆ VTABLE

constexpr auto RE::TESObjectREFR::VTABLE = VTABLE_TESObjectREFR
inlinestaticconstexpr

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