#include <BGSImpactManager.h>
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| BSEventNotifyControl  | ProcessEvent (const BGSFootstepEvent *a_event, BSTEventSource< BGSFootstepEvent > *a_eventSource) override | 
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| BSEventNotifyControl  | ProcessEvent (const BGSCombatImpactEvent *a_event, BSTEventSource< BGSCombatImpactEvent > *a_eventSource) override | 
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| BSEventNotifyControl  | ProcessEvent (const BGSCollisionSoundEvent *a_event, BSTEventSource< BGSCollisionSoundEvent > *a_eventSource) override | 
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| bool  | PlayImpactEffect (TESObjectREFR *a_ref, BGSImpactDataSet *a_impactEffect, const BSFixedString &a_nodeName, NiPoint3 &a_pickDirection, float a_pickLength, bool a_applyNodeRotation, bool a_useNodeLocalRotation) | 
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| bool  | PlayImpactDataSounds (ImpactSoundData &a_impactSoundData) | 
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| virtual  | ~BSTEventSink ()=default | 
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| virtual BSEventNotifyControl  | ProcessEvent (const BGSFootstepEvent *a_event, BSTEventSource< BGSFootstepEvent > *a_eventSource)=0 | 
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| virtual  | ~BSTEventSink ()=default | 
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| virtual BSEventNotifyControl  | ProcessEvent (const BGSCombatImpactEvent *a_event, BSTEventSource< BGSCombatImpactEvent > *a_eventSource)=0 | 
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| virtual  | ~BSTEventSink ()=default | 
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| virtual BSEventNotifyControl  | ProcessEvent (const BGSCollisionSoundEvent *a_event, BSTEventSource< BGSCollisionSoundEvent > *a_eventSource)=0 | 
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| using  | Type = typename Traits::Type | 
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| using  | Allocator = typename Traits::Allocator | 
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◆ GetSingleton()
◆ PlayImpactDataSounds()
  
  
      
        
          | bool RE::BGSImpactManager::PlayImpactDataSounds  | 
          ( | 
          ImpactSoundData &  | 
          a_impactSoundData | ) | 
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inline   | 
  
 
 
◆ PlayImpactEffect()
◆ ProcessEvent() [1/3]
◆ ProcessEvent() [2/3]
◆ ProcessEvent() [3/3]
The documentation for this class was generated from the following file: