8 class IMessageBoxCallback;
14 class InventoryEntryData;
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);
18 void DebugNotification(
const char* a_notification,
const char* a_soundToPlay = 0,
bool a_cancelIfAlreadyQueued =
true);
Definition IMessageBoxCallback.h:8
Definition InventoryEntryData.h:15
Definition NiSmartPointer.h:9
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)