CommonLibSSE NG
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ActiveEffectReferenceEffectController.h
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1#pragma once
2
4#include "RE/N/NiPoint3.h"
6
7namespace RE
8{
9 class ActiveEffect;
10
12 {
13 public:
14 inline static constexpr auto RTTI = RTTI_ActiveEffectReferenceEffectController;
16
18
19 // override (ReferenceEffectController)
20 void HandleEvent(const BSFixedString& a_event) override; // 01 - return { effect->HandleEvent(a_event); }
21 float GetElapsedTime() override; // 02 - return { effect->elapsedSeconds; }
22 float GetScale() override; // 03
23 void SwitchAttachedRoot(NiNode* a_root, NiNode* a_attachRoot) override; // 04 - return { effect->SwitchAttachedRoot(a_root, a_attachRoot); }
24 const NiPoint3& GetSourcePosition() override; // 05
25 bool GetUseSourcePosition() override; // 06
26 bool GetNoInitialFlare() override; // 07
27 bool GetEffectPersists() override; // 08
28 bool GetGoryVisuals() override; // 09
29 void RemoveHitEffect(ReferenceEffect* a_refEffect) override; // 0A
31 BGSArtObject* GetHitEffectArt() override; // 0C
33 bool GetManagerHandlesSaveLoad() override; // 0E - { return false; }
34 bool EffectShouldFaceTarget() override; // 17
35 TESObjectREFR* GetFacingTarget() override; // 18
36 void SetWindPoint(const NiPoint3& a_point) override; // 1E - { windPoint = a_point; }
37 const NiPoint3& GetWindPoint() override; // 1F - { return windPoint; }
38 bool GetAllowNo3D() override; // 20
39 void SaveGame(BGSSaveGameBuffer* a_buf) override; // 21
40 void LoadGame(BGSLoadGameBuffer* a_buf) override; // 22
41
42 // members
46 };
47 static_assert(sizeof(ActiveEffectReferenceEffectController) == 0x20);
48}
Definition ActiveEffect.h:27
Definition ActiveEffectReferenceEffectController.h:12
static constexpr auto RTTI
Definition ActiveEffectReferenceEffectController.h:14
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
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
void SetWindPoint(const NiPoint3 &a_point) override
const NiPoint3 & GetSourcePosition() override
BGSArtObject * GetHitEffectArt() override
Definition BGSArtObject.h:12
Definition BGSLoadGameBuffer.h:6
Definition NiNode.h:12
Definition NiPoint3.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