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    CommonLibSSE (powerof3)
    
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#include <BleedoutCameraState.h>
  
Public Member Functions | |
| ~BleedoutCameraState () override | |
| void | Begin () override | 
| void | End () override | 
| void | Update (BSTSmartPointer< TESCameraState > &a_nextState) override | 
  Public Member Functions inherited from RE::ThirdPersonState | |
| ~ThirdPersonState () override | |
| void | Begin () override | 
| void | End () override | 
| void | Update (BSTSmartPointer< TESCameraState > &a_nextState) override | 
| void | GetRotation (NiQuaternion &a_rotation) override | 
| void | GetTranslation (NiPoint3 &a_translation) override | 
| void | SaveGame (BGSSaveFormBuffer *a_buf) override | 
| void | LoadGame (BGSLoadFormBuffer *a_buf) override | 
| void | Revert (BGSLoadFormBuffer *a_buf) override | 
| bool | CanProcess (InputEvent *a_event) override | 
| void | ProcessButton (ButtonEvent *a_event, PlayerControlsData *a_movementData) override | 
| virtual void | SetCameraHandle (RefHandle &a_handle) | 
| virtual void | Unk_0A (void) | 
| virtual void | ProcessWeaponDrawnChange (bool a_drawn) | 
| virtual bool | GetFreeRotationMode () const | 
| virtual void | SetFreeRotationMode (bool a_weaponSheathed) | 
| virtual void | UpdateRotation () | 
| virtual void | HandleLookInput (const NiPoint2 &a_input) | 
  Public Member Functions inherited from RE::TESCameraState | |
| virtual | ~TESCameraState () | 
| virtual void | Begin () | 
| virtual void | End () | 
| virtual void | Update (BSTSmartPointer< TESCameraState > &a_nextState) | 
| virtual void | GetRotation (NiQuaternion &a_rotation) | 
| virtual void | GetTranslation (NiPoint3 &a_translation) | 
| virtual void | SaveGame (BGSSaveFormBuffer *a_buf) | 
| virtual void | LoadGame (BGSLoadFormBuffer *a_buf) | 
| virtual void | Revert (BGSLoadFormBuffer *a_buf) | 
  Public Member Functions inherited from RE::BSIntrusiveRefCounted | |
| std::uint32_t | IncRef () const | 
| std::uint32_t | DecRef () const | 
| TES_HEAP_REDEFINE_NEW () | |
  Public Member Functions inherited from RE::PlayerInputHandler | |
| virtual | ~PlayerInputHandler () | 
| virtual bool | CanProcess (InputEvent *a_event)=0 | 
| virtual void | ProcessThumbstick (ThumbstickEvent *a_event, PlayerControlsData *a_data) | 
| virtual void | ProcessMouseMove (MouseMoveEvent *a_event, PlayerControlsData *a_data) | 
| virtual void | ProcessButton (ButtonEvent *a_event, PlayerControlsData *a_data) | 
| bool | IsInputEventHandlingEnabled () const | 
| void | SetInputEventHandlingEnabled (bool a_enabled) | 
Static Public Attributes | |
| static constexpr auto | RTTI = RTTI_BleedoutCameraState | 
| static constexpr auto | VTABLE = VTABLE_BleedoutCameraState | 
  Static Public Attributes inherited from RE::ThirdPersonState | |
| static constexpr auto | RTTI = RTTI_ThirdPersonState | 
| static constexpr auto | VTABLE = VTABLE_ThirdPersonState | 
  Static Public Attributes inherited from RE::TESCameraState | |
| static constexpr auto | RTTI = RTTI_TESCameraState | 
| static constexpr auto | VTABLE = VTABLE_TESCameraState | 
  Static Public Attributes inherited from RE::PlayerInputHandler | |
| static constexpr auto | RTTI = RTTI_PlayerInputHandler | 
Additional Inherited Members | |
  Protected Attributes inherited from RE::BSIntrusiveRefCounted | |
| volatile std::uint32_t | _refCount { 0 } | 
      
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  override | 
      
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  overridevirtual | 
Reimplemented from RE::TESCameraState.
      
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  overridevirtual | 
Reimplemented from RE::TESCameraState.
      
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  overridevirtual | 
Reimplemented from RE::TESCameraState.
| BSSoundHandle RE::BleedoutCameraState::activeSound | 
| NiPointer<NiAVObject> RE::BleedoutCameraState::animatedBone | 
| std::uint32_t RE::BleedoutCameraState::pad11C | 
| std::uint8_t RE::BleedoutCameraState::pad135 | 
| std::uint16_t RE::BleedoutCameraState::pad136 | 
| float RE::BleedoutCameraState::pitch | 
| float RE::BleedoutCameraState::randHeading | 
| NiMatrix3 RE::BleedoutCameraState::rotationMtx | 
      
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  inlinestaticconstexpr | 
| bool RE::BleedoutCameraState::useCurrentHeading | 
      
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  inlinestaticconstexpr | 
| float RE::BleedoutCameraState::yaw | 
| float RE::BleedoutCameraState::zoom |