CommonLibSSE (powerof3)
RE::Projectile::LaunchData Struct Reference

#include <Projectile.h>

Public Member Functions

virtual ~LaunchData ()=default
 
 LaunchData ()=default
 
 LaunchData (BGSProjectile *a_bproj, Actor *a_shooter, const NiPoint3 &a_origin, const ProjectileRot &a_angles)
 
 LaunchData (Actor *a_shooter, const NiPoint3 &a_origin, const ProjectileRot &a_angles, MagicItem *a_spell)
 
 LaunchData (Actor *a_shooter, const NiPoint3 &a_origin, const ProjectileRot &a_angles, TESAmmo *a_ammo, TESObjectWEAP *a_weap)
 

Public Attributes

NiPoint3 origin
 
NiPoint3 contactNormal
 
BGSProjectileprojectileBase
 
TESObjectREFRshooter
 
CombatControllercombatController
 
TESObjectWEAPweaponSource
 
TESAmmoammoSource
 
float angleZ
 
float angleX
 
void * unk50
 
TESObjectREFRdesiredTarget
 
float unk60
 
float unk64
 
TESObjectCELLparentCell
 
MagicItemspell
 
MagicSystem::CastingSource castingSource
 
std::uint32_t pad7C
 
EnchantmentItemenchantItem
 
AlchemyItempoison
 
std::int32_t area
 
float power
 
float scale
 
bool alwaysHit
 
bool noDamageOutsideCombat
 
bool autoAim
 
bool chainShatter
 
bool useOrigin
 
bool deferInitialization
 
bool forceConeOfFire
 

Static Public Attributes

static constexpr auto RTTI = RTTI_Projectile__LaunchData
 
static constexpr auto VTABLE = VTABLE_Projectile__LaunchData
 

Constructor & Destructor Documentation

◆ ~LaunchData()

virtual RE::Projectile::LaunchData::~LaunchData ( )
virtualdefault

◆ LaunchData() [1/4]

RE::Projectile::LaunchData::LaunchData ( )
default

◆ LaunchData() [2/4]

RE::Projectile::LaunchData::LaunchData ( BGSProjectile a_bproj,
Actor a_shooter,
const NiPoint3 a_origin,
const ProjectileRot a_angles 
)

◆ LaunchData() [3/4]

RE::Projectile::LaunchData::LaunchData ( Actor a_shooter,
const NiPoint3 a_origin,
const ProjectileRot a_angles,
MagicItem a_spell 
)

◆ LaunchData() [4/4]

RE::Projectile::LaunchData::LaunchData ( Actor a_shooter,
const NiPoint3 a_origin,
const ProjectileRot a_angles,
TESAmmo a_ammo,
TESObjectWEAP a_weap 
)

Member Data Documentation

◆ alwaysHit

bool RE::Projectile::LaunchData::alwaysHit

◆ ammoSource

TESAmmo* RE::Projectile::LaunchData::ammoSource

◆ angleX

float RE::Projectile::LaunchData::angleX

◆ angleZ

float RE::Projectile::LaunchData::angleZ

◆ area

std::int32_t RE::Projectile::LaunchData::area

◆ autoAim

bool RE::Projectile::LaunchData::autoAim

◆ castingSource

MagicSystem::CastingSource RE::Projectile::LaunchData::castingSource

◆ chainShatter

bool RE::Projectile::LaunchData::chainShatter

◆ combatController

CombatController* RE::Projectile::LaunchData::combatController

◆ contactNormal

NiPoint3 RE::Projectile::LaunchData::contactNormal

◆ deferInitialization

bool RE::Projectile::LaunchData::deferInitialization

◆ desiredTarget

TESObjectREFR* RE::Projectile::LaunchData::desiredTarget

◆ enchantItem

EnchantmentItem* RE::Projectile::LaunchData::enchantItem

◆ forceConeOfFire

bool RE::Projectile::LaunchData::forceConeOfFire

◆ noDamageOutsideCombat

bool RE::Projectile::LaunchData::noDamageOutsideCombat

◆ origin

NiPoint3 RE::Projectile::LaunchData::origin

◆ pad7C

std::uint32_t RE::Projectile::LaunchData::pad7C

◆ parentCell

TESObjectCELL* RE::Projectile::LaunchData::parentCell

◆ poison

AlchemyItem* RE::Projectile::LaunchData::poison

◆ power

float RE::Projectile::LaunchData::power

◆ projectileBase

BGSProjectile* RE::Projectile::LaunchData::projectileBase

◆ RTTI

constexpr auto RE::Projectile::LaunchData::RTTI = RTTI_Projectile__LaunchData
inlinestaticconstexpr

◆ scale

float RE::Projectile::LaunchData::scale

◆ shooter

TESObjectREFR* RE::Projectile::LaunchData::shooter

◆ spell

MagicItem* RE::Projectile::LaunchData::spell

◆ unk50

void* RE::Projectile::LaunchData::unk50

◆ unk60

float RE::Projectile::LaunchData::unk60

◆ unk64

float RE::Projectile::LaunchData::unk64

◆ useOrigin

bool RE::Projectile::LaunchData::useOrigin

◆ VTABLE

constexpr auto RE::Projectile::LaunchData::VTABLE = VTABLE_Projectile__LaunchData
inlinestaticconstexpr

◆ weaponSource

TESObjectWEAP* RE::Projectile::LaunchData::weaponSource

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