CommonLibSSE NG
TaskQueueInterface.h
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1 #pragma once
2 
3 #include "RE/B/BSPointerHandle.h"
4 
5 namespace RE
6 {
7  class NiAVObject;
8  class NiNode;
9  class NiPoint3;
10  class SpellItem;
11  class TESObjectREFR;
12  class TESWeather;
13 
15  {
16  public:
18 
19  static bool ShouldUseTaskQueue();
20 
21  void QueueNodeAttach(NiAVObject* a_obj, NiNode* a_root, bool a_arg3 = true, bool a_arg4 = false); // 04
22  void QueueNodeDetach(NiAVObject* a_obj); // 05
23  void QueueUpdateDestructibleObject(TESObjectREFR* a_refr, float a_damage, bool a_arg3, TESObjectREFR* a_cause); // 09
24  void QueueAddRipple(float a_scale, const NiPoint3& a_pos); // 45
25  void QueueForceWeather(TESWeather* a_weather, bool a_forceOverride); // 64
26  void QueueActorDisarm(ActorHandle& a_target, ActorHandle& a_caster); // 91
27  void QueueRemoveSpell(ActorHandle& a_actor, SpellItem* a_spellItem); // 93
28  };
29  //static_assert(sizeof(TaskQueueInterface) == 0x);
30 }
Definition: NiAVObject.h:50
Definition: NiNode.h:12
Definition: NiPoint3.h:6
Definition: SpellItem.h:16
Definition: TESObjectREFR.h:113
Definition: TESWeather.h:17
Definition: TaskQueueInterface.h:15
void QueueUpdateDestructibleObject(TESObjectREFR *a_refr, float a_damage, bool a_arg3, TESObjectREFR *a_cause)
static bool ShouldUseTaskQueue()
void QueueForceWeather(TESWeather *a_weather, bool a_forceOverride)
void QueueAddRipple(float a_scale, const NiPoint3 &a_pos)
void QueueNodeDetach(NiAVObject *a_obj)
void QueueActorDisarm(ActorHandle &a_target, ActorHandle &a_caster)
void QueueNodeAttach(NiAVObject *a_obj, NiNode *a_root, bool a_arg3=true, bool a_arg4=false)
void QueueRemoveSpell(ActorHandle &a_actor, SpellItem *a_spellItem)
static TaskQueueInterface * GetSingleton()
Definition: AbsorbEffect.h:6