186 static_assert(
sizeof(
Data) == 0x38);
215 static_assert(
sizeof(
Unk1B8) == 0x30);
Definition: BGSBlockBashData.h:9
Definition: BGSEquipType.h:9
Definition: BGSImpactDataSet.h:13
Definition: BGSKeyword.h:10
Definition: BGSMessageIcon.h:9
Definition: BGSPickupPutdownSounds.h:10
Definition: BGSPreloadable.h:8
Definition: NiAVObject.h:50
Definition: SpellItem.h:16
Definition: TESBoundObject.h:24
Definition: TESDescription.h:12
Definition: TESEffectShader.h:182
Definition: TESFullName.h:9
Definition: TESModelTextureSwap.h:10
Definition: TESModel.h:16
Definition: TESObjectSTAT.h:30
Definition: TESObjectWEAP.h:79
void InitItemImpl() override
stl::enumeration< SOUND_LEVEL, std::uint32_t > soundLevel
Definition: TESObjectWEAP.h:271
bool IsOneHandedDagger() const
const char * GetObjectTypeName() const override
static constexpr auto RTTI
Definition: TESObjectWEAP.h:81
std::uint32_t pad21C
Definition: TESObjectWEAP.h:272
void GetNodeName(char *a_dstBuff) const
BGSSoundDescriptorForm * attackSound2D
Definition: TESObjectWEAP.h:261
CriticalData criticalData
Definition: TESObjectWEAP.h:258
void LoadGame(BGSLoadFormBuffer *a_buf) override
bool Load(TESFile *a_mod) override
BGSKeyword * GetDefaultKeyword() const override
TESObjectSTAT * firstPersonModelObject
Definition: TESObjectWEAP.h:268
BGSSoundDescriptorForm * attackSound
Definition: TESObjectWEAP.h:260
bool IsHandToHandMelee() const
float GetMaxRange() const
~TESObjectWEAP() override
static constexpr auto FORMTYPE
Definition: TESObjectWEAP.h:83
void InitializeData() override
BGSSoundDescriptorForm * equipSound
Definition: TESObjectWEAP.h:265
TESFile * GetDescriptionOwnerFile() const override
BSFixedString embeddedNode
Definition: TESObjectWEAP.h:270
Unk1B8 * unk1B8
Definition: TESObjectWEAP.h:259
bool IsOneHandedSword() const
bool IsTwoHandedAxe() const
BGSImpactDataSet * impactDataSet
Definition: TESObjectWEAP.h:267
bool IsOneHandedMace() const
bool IsOneHandedAxe() const
static constexpr auto VTABLE
Definition: TESObjectWEAP.h:82
TESObjectWEAP * templateWeapon
Definition: TESObjectWEAP.h:269
Data weaponData
Definition: TESObjectWEAP.h:257
float GetMinRange() const
void SaveGame(BGSSaveFormBuffer *a_buf) override
BGSSoundDescriptorForm * attackLoopSound
Definition: TESObjectWEAP.h:262
BGSSoundDescriptorForm * attackFailSound
Definition: TESObjectWEAP.h:263
BGSSoundDescriptorForm * idleSound
Definition: TESObjectWEAP.h:264
WEAPON_TYPE GetWeaponType() const
NiAVObject * GetFireNode(NiAVObject *a_root) const
std::uint16_t GetCritDamage() const
bool IsTwoHandedSword() const
bool GetPlayable() const override
BGSSoundDescriptorForm * unequipSound
Definition: TESObjectWEAP.h:266
void ClearData() override
Definition: AbsorbEffect.h:6
constexpr REL::VariantID RTTI_TESObjectWEAP(513916, 392539, 0x1edaa78)
WEAPON_RUMBLE_PATTERN
Definition: TESObjectWEAP.h:35
WEAPONHITBEHAVIOR
Definition: TESObjectWEAP.h:27
constexpr std::array< REL::VariantID, 16 > VTABLE_TESObjectWEAP
Definition: Offsets_VTABLE.h:557
Definition: TESObjectWEAP.h:189
std::uint16_t damage
Definition: TESObjectWEAP.h:201
Flag
Definition: TESObjectWEAP.h:192
@ kOnDeath
Definition: TESObjectWEAP.h:194
@ kNone
Definition: TESObjectWEAP.h:193
std::uint32_t pad04
Definition: TESObjectWEAP.h:199
float prcntMult
Definition: TESObjectWEAP.h:198
SpellItem * effect
Definition: TESObjectWEAP.h:200
stl::enumeration< Flag, std::uint8_t > flags
Definition: TESObjectWEAP.h:202
std::uint8_t pad13
Definition: TESObjectWEAP.h:203
std::uint32_t pad14
Definition: TESObjectWEAP.h:204
Definition: TESObjectWEAP.h:112
float minRange
Definition: TESObjectWEAP.h:170
float animationAttackMult
Definition: TESObjectWEAP.h:172
RangedData * rangedData
Definition: TESObjectWEAP.h:167
stl::enumeration< ActorValue, std::uint32_t > resistance
Definition: TESObjectWEAP.h:177
float staggerValue
Definition: TESObjectWEAP.h:174
std::uint8_t unk37
Definition: TESObjectWEAP.h:184
float maxRange
Definition: TESObjectWEAP.h:171
Flag
Definition: TESObjectWEAP.h:154
@ kIgnoresNormalWeaponResistance
@ kDontUseFirstPersonISAnim
stl::enumeration< AttackAnimation, std::uint8_t > attackAnimation
Definition: TESObjectWEAP.h:180
stl::enumeration< Flag2, std::uint16_t > flags2
Definition: TESObjectWEAP.h:178
Flag2
Definition: TESObjectWEAP.h:115
@ kDontUse3rdPersonISAnim
stl::enumeration< WEAPONHITBEHAVIOR, std::uint32_t > hitBehavior
Definition: TESObjectWEAP.h:175
std::uint8_t baseVATSToHitChance
Definition: TESObjectWEAP.h:179
stl::enumeration< Flag, std::uint8_t > flags
Definition: TESObjectWEAP.h:183
float reach
Definition: TESObjectWEAP.h:169
stl::enumeration< ActorValue, std::uint8_t > embeddedWeaponAV
Definition: TESObjectWEAP.h:181
float speed
Definition: TESObjectWEAP.h:168
stl::enumeration< WEAPON_TYPE, std::uint8_t > animationType
Definition: TESObjectWEAP.h:182
stl::enumeration< ActorValue, std::uint32_t > skill
Definition: TESObjectWEAP.h:176
float unk1C
Definition: TESObjectWEAP.h:173
AttackAnimation
Definition: TESObjectWEAP.h:132
Definition: TESObjectWEAP.h:96
float sightFOV
Definition: TESObjectWEAP.h:99
std::int8_t numProjectiles
Definition: TESObjectWEAP.h:105
std::uint8_t pad19
Definition: TESObjectWEAP.h:106
stl::enumeration< WEAPON_RUMBLE_PATTERN, std::uint32_t > rumblePattern
Definition: TESObjectWEAP.h:104
float firingRumbleRightMotorStrength
Definition: TESObjectWEAP.h:102
float firingRumbleDuration
Definition: TESObjectWEAP.h:103
std::uint16_t pad1A
Definition: TESObjectWEAP.h:107
float firingRumbleLeftMotorStrength
Definition: TESObjectWEAP.h:101
float unk04
Definition: TESObjectWEAP.h:100
Definition: TESObjectWEAP.h:86
RecordFlag
Definition: TESObjectWEAP.h:88
@ kIgnored
Definition: TESObjectWEAP.h:91
@ kDeleted
Definition: TESObjectWEAP.h:90
@ kNonPlayable
Definition: TESObjectWEAP.h:89
Definition: TESObjectWEAP.h:209
TESEffectShader * unk28
Definition: TESObjectWEAP.h:213
TESModel unk00
Definition: TESObjectWEAP.h:212
Definition: TESObjectWEAP.h:43
WEAPON_TYPE
Definition: TESObjectWEAP.h:45
@ kHandToHandMelee
Definition: TESObjectWEAP.h:46
@ kOneHandMace
Definition: TESObjectWEAP.h:50
@ kTotal
Definition: TESObjectWEAP.h:57
@ kOneHandSword
Definition: TESObjectWEAP.h:47
@ kTwoHandAxe
Definition: TESObjectWEAP.h:52
@ kTwoHandSword
Definition: TESObjectWEAP.h:51
@ kBow
Definition: TESObjectWEAP.h:53
@ kOneHandDagger
Definition: TESObjectWEAP.h:48
@ kCrossbow
Definition: TESObjectWEAP.h:55
@ kStaff
Definition: TESObjectWEAP.h:54
@ kOneHandAxe
Definition: TESObjectWEAP.h:49