#include <Projectile.h>
◆ ~LaunchData()
| virtual RE::Projectile::LaunchData::~LaunchData |
( |
| ) |
|
|
virtual |
◆ 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: