CommonLibSSE NG
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Misc.h
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1#pragma once
2
3#include "RE/N/NiPoint3.h"
4
5namespace RE
6{
7 class Actor;
8 class IMessageBoxCallback;
9 template <class T>
10 class NiPointer;
11 class Setting;
12 class TESObjectREFR;
13 class TESForm;
14 class InventoryEntryData;
15
16 void CreateMessage(const char* a_message, IMessageBoxCallback* a_callback, std::uint32_t a_arg3, std::uint32_t a_arg4, std::uint32_t a_arg5, const char* a_buttonText, const char* a_secondaryButtonText);
17 void CreateRefHandle(RefHandle& a_handleOut, TESObjectREFR* a_refTo);
18 void DebugNotification(const char* a_notification, const char* a_soundToPlay = 0, bool a_cancelIfAlreadyQueued = true);
19 void DebugMessageBox(const char* a_message);
20 float GetArmorFinalRating(InventoryEntryData* a_armorEntryData, float a_armorPerks, float a_skillMultiplier);
22 Setting* GetINISetting(const char* a_name);
24 bool LookupReferenceByHandle(const RefHandle& a_handle, NiPointer<Actor>& a_refrOut);
26 void PlaySound(const char* a_editorID);
27 void ShakeCamera(float a_strength, const NiPoint3& a_position, float a_duration);
28}
Definition IMessageBoxCallback.h:8
Definition InventoryEntryData.h:15
Definition NiPoint3.h:6
Definition NiSmartPointer.h:9
Definition Setting.h:8
Definition TESObjectREFR.h:112
Definition AbsorbEffect.h:6
float GetSecondsSinceLastFrame()
std::uint32_t GetDurationOfApplicationRunTime()
void ShakeCamera(float a_strength, const NiPoint3 &a_position, float a_duration)
float GetArmorFinalRating(InventoryEntryData *a_armorEntryData, float a_armorPerks, float a_skillMultiplier)
NiPointer(T *) -> NiPointer< T >
void CreateMessage(const char *a_message, IMessageBoxCallback *a_callback, std::uint32_t a_arg3, std::uint32_t a_arg4, std::uint32_t a_arg5, const char *a_buttonText, const char *a_secondaryButtonText)
void DebugMessageBox(const char *a_message)
void DebugNotification(const char *a_notification, const char *a_soundToPlay=0, bool a_cancelIfAlreadyQueued=true)
Setting * GetINISetting(const char *a_name)
void PlaySound(const char *a_editorID)
void CreateRefHandle(RefHandle &a_handleOut, TESObjectREFR *a_refTo)
std::uint32_t RefHandle
Definition BSCoreTypes.h:6
bool LookupReferenceByHandle(const RefHandle &a_handle, NiPointer< Actor > &a_refrOut)