#include <Projectile.h>
◆ ~LaunchData()
virtual RE::Projectile::LaunchData::~LaunchData |
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◆ 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
◆ combatController
◆ contactNormal
NiPoint3 RE::Projectile::LaunchData::contactNormal |
◆ deferInitialization
bool RE::Projectile::LaunchData::deferInitialization |
◆ desiredTarget
◆ enchantItem
◆ forceConeOfFire
bool RE::Projectile::LaunchData::forceConeOfFire |
◆ noDamageOutsideCombat
bool RE::Projectile::LaunchData::noDamageOutsideCombat |
◆ origin
NiPoint3 RE::Projectile::LaunchData::origin |
◆ parentCell
◆ poison
◆ power
float RE::Projectile::LaunchData::power |
◆ projectileBase
◆ RTTI
◆ scale
float RE::Projectile::LaunchData::scale |
◆ shooter
◆ spell
◆ unk50
void* RE::Projectile::LaunchData::unk50 |
◆ unk60
float RE::Projectile::LaunchData::unk60 |
◆ unk64
float RE::Projectile::LaunchData::unk64 |
◆ unk7C
std::uint32_t RE::Projectile::LaunchData::unk7C |
◆ unk9F
bool RE::Projectile::LaunchData::unk9F |
◆ useOrigin
bool RE::Projectile::LaunchData::useOrigin |
◆ VTABLE
◆ weaponSource
The documentation for this struct was generated from the following file: