CommonLibSSE NG
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CommandEffect.h
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1#pragma once
2
3#include "RE/A/ActiveEffect.h"
4
5namespace RE
6{
8 {
9 public:
10 inline static constexpr auto RTTI = RTTI_CommandEffect;
11 inline static constexpr auto VTABLE = VTABLE_CommandEffect;
12
13 // override (ActiveEffect)
14 void OnAdd(MagicTarget* a_target) override; // 01
16 void Update(float a_delta) override; // 04
17 void SaveGame(BGSSaveFormBuffer* a_buf) override; // 08
18 void LoadGame(BGSLoadFormBuffer* a_buf) override; // 09
19 void FinishLoadGame(BGSLoadFormBuffer* a_buf) override; // 0A
20 void ClearTargetImpl() override; // 12
21
22 ~CommandEffect() override; // 13
23
24 void Start() override; // 14
25 void Finish() override; // 15
26
27 // members
29 std::uint32_t pad94; // 94
30 };
31 static_assert(sizeof(CommandEffect) == 0x98);
32}
Definition ActiveEffect.h:27
Definition BGSLoadFormBuffer.h:11
Definition CommandEffect.h:8
~CommandEffect() override
static constexpr auto VTABLE
Definition CommandEffect.h:11
TESObjectREFR * GetVisualsTarget() override
void ClearTargetImpl() override
void Update(float a_delta) override
std::uint32_t pad94
Definition CommandEffect.h:29
void FinishLoadGame(BGSLoadFormBuffer *a_buf) override
void LoadGame(BGSLoadFormBuffer *a_buf) override
void Start() override
void SaveGame(BGSSaveFormBuffer *a_buf) override
ActorHandle commandedActor
Definition CommandEffect.h:28
static constexpr auto RTTI
Definition CommandEffect.h:10
void Finish() override
void OnAdd(MagicTarget *a_target) override
Definition MagicTarget.h:26
Definition TESObjectREFR.h:112
Definition AbsorbEffect.h:6
constexpr REL::VariantID RTTI_CommandEffect(686490, 394323, 0x1efeca8)
constexpr std::array< REL::VariantID, 1 > VTABLE_CommandEffect
Definition Offsets_VTABLE.h:1870