CommonLibSSE NG
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FirstPersonState.h
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1#pragma once
2
3#include "RE/N/NiPoint3.h"
6
7namespace RE
8{
9 class NiNode;
10
12 public TESCameraState, // 00
13 public PlayerInputHandler // 20
14 {
15 public:
16 inline static constexpr auto RTTI = RTTI_FirstPersonState;
17 inline static constexpr auto VTABLE = VTABLE_FirstPersonState;
18
19 ~FirstPersonState() override; // 00
20
21 // override (TESCameraState)
22 void Begin() override; // 01
23 void End() override; // 02
24 void Update(BSTSmartPointer<TESCameraState>& a_nextState) override; // 03
25 void GetRotation(NiQuaternion& a_rotation) override; // 04
26 void GetTranslation(NiPoint3& a_translation) override; // 05
27 void SaveGame(BGSSaveFormBuffer* a_buf) override; // 06
28 void LoadGame(BGSLoadFormBuffer* a_buf) override; // 07
29 void Revert(BGSLoadFormBuffer* a_buf) override; // 08
30
31 // override (PlayerInputHandler)
32 bool CanProcess(InputEvent* a_event) override; // 01
33 void ProcessButton(ButtonEvent* a_event, PlayerControlsData* a_movementData) override; // 04
34
35 // members
39 std::uint32_t pad54; // 54
42 float sittingRotation; // 68
43 float unk6C; // 6C
44 float unk70; // 70
45 float currentPitchOffset; // 74 - [-100, 100]
46 float targetPitchOffset; // 78 - [-100, 100]
47 float unk7C; // 7C
48 std::uint32_t unk80; // 80
49 bool cameraOverride; // 84
51 std::uint16_t unk86; // 86
52 std::uint64_t unk88; // 88
53 };
54 static_assert(sizeof(FirstPersonState) == 0x90);
55}
Definition BGSLoadFormBuffer.h:11
Definition BSTSmartPointer.h:36
Definition ButtonEvent.h:11
Definition FirstPersonState.h:14
void GetRotation(NiQuaternion &a_rotation) override
static constexpr auto VTABLE
Definition FirstPersonState.h:17
bool CanProcess(InputEvent *a_event) override
NiPoint3 lastFrameSpringVelocity
Definition FirstPersonState.h:37
std::uint16_t unk86
Definition FirstPersonState.h:51
void LoadGame(BGSLoadFormBuffer *a_buf) override
float sittingRotation
Definition FirstPersonState.h:42
float unk70
Definition FirstPersonState.h:44
void Revert(BGSLoadFormBuffer *a_buf) override
void ProcessButton(ButtonEvent *a_event, PlayerControlsData *a_movementData) override
std::uint32_t unk80
Definition FirstPersonState.h:48
bool cameraOverride
Definition FirstPersonState.h:49
void End() override
~FirstPersonState() override
void GetTranslation(NiPoint3 &a_translation) override
NiNode * firstPersonFOVControl
Definition FirstPersonState.h:41
bool cameraPitchOverride
Definition FirstPersonState.h:50
float currentPitchOffset
Definition FirstPersonState.h:45
std::uint64_t unk88
Definition FirstPersonState.h:52
float unk7C
Definition FirstPersonState.h:47
float unk6C
Definition FirstPersonState.h:43
NiPoint3 dampeningOffset
Definition FirstPersonState.h:38
NiAVObject * firstPersonCameraObj
Definition FirstPersonState.h:40
void Begin() override
NiPoint3 lastPosition
Definition FirstPersonState.h:36
std::uint32_t pad54
Definition FirstPersonState.h:39
void Update(BSTSmartPointer< TESCameraState > &a_nextState) override
float targetPitchOffset
Definition FirstPersonState.h:46
static constexpr auto RTTI
Definition FirstPersonState.h:16
void SaveGame(BGSSaveFormBuffer *a_buf) override
Definition InputEvent.h:22
Definition NiAVObject.h:50
Definition NiNode.h:12
Definition NiPoint3.h:6
Definition NiQuaternion.h:6
Definition PlayerControlsData.h:8
Definition PlayerInputHandler.h:12
Definition TESCameraState.h:16
Definition AbsorbEffect.h:6
constexpr std::array< REL::VariantID, 2 > VTABLE_FirstPersonState
Definition Offsets_VTABLE.h:3984
constexpr REL::VariantID RTTI_FirstPersonState(688778, 396630, 0x1f45ab8)