39 void SaveGame(BGSSaveGameBuffer* a_buf)
override;
Definition ActiveEffect.h:27
Definition ActiveEffectReferenceEffectController.h:12
float GetScale() override
bool GetAllowNo3D() override
static constexpr auto RTTI
Definition ActiveEffectReferenceEffectController.h:14
~ActiveEffectReferenceEffectController() override
static constexpr auto VTABLE
Definition ActiveEffectReferenceEffectController.h:15
NiPoint3 windPoint
Definition ActiveEffectReferenceEffectController.h:45
void LoadGame(BGSLoadGameBuffer *a_buf) override
TESObjectREFR * GetTargetReference() override
void HandleEvent(const BSFixedString &a_event) override
void RemoveHitEffect(ReferenceEffect *a_refEffect) override
TESObjectREFR * GetFacingTarget() override
ActiveEffect * effect
Definition ActiveEffectReferenceEffectController.h:43
bool EffectShouldFaceTarget() override
void SaveGame(BGSSaveGameBuffer *a_buf) override
TESEffectShader * GetHitEffectShader() override
ObjectRefHandle target
Definition ActiveEffectReferenceEffectController.h:44
void SwitchAttachedRoot(NiNode *a_root, NiNode *a_attachRoot) override
const NiPoint3 & GetWindPoint() override
bool GetNoInitialFlare() override
void SetWindPoint(const NiPoint3 &a_point) override
const NiPoint3 & GetSourcePosition() override
bool GetGoryVisuals() override
BGSArtObject * GetHitEffectArt() override
bool GetUseSourcePosition() override
float GetElapsedTime() override
bool GetManagerHandlesSaveLoad() override
bool GetEffectPersists() override
Definition BGSArtObject.h:12
Definition BGSLoadGameBuffer.h:6
Definition ReferenceEffectController.h:19
Definition ReferenceEffect.h:12
Definition TESEffectShader.h:182
Definition TESObjectREFR.h:112
Definition AbsorbEffect.h:6
constexpr REL::VariantID RTTI_ActiveEffectReferenceEffectController(686474, 394307, 0x1efe6a0)
constexpr std::array< REL::VariantID, 1 > VTABLE_ActiveEffectReferenceEffectController
Definition Offsets_VTABLE.h:1854