CommonLibSSE NG
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ReferenceEffect.h
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1#pragma once
2
4#include "RE/B/BSTempEffect.h"
5
6namespace RE
7{
8 class BGSArtObject;
9 class ReferenceEffectController;
10
12 {
13 public:
14 inline static constexpr auto RTTI = RTTI_ReferenceEffect;
15 inline static auto Ni_RTTI = NiRTTI_ReferenceEffect;
16 inline static constexpr auto TYPE = TEMP_EFFECT_TYPE::kRefDefault;
17
18 ~ReferenceEffect() override; // 00
19
20 // override (BSTempEffect)
21 const NiRTTI* GetRTTI() const override; // 02
22 void Detach() override; // 27
23 bool Update(float a_arg1) override; // 28
24 bool GetManagerHandlesSaveLoad() const override; // 2A
25 bool GetClearWhenCellIsUnloaded() const override; // 2B
26 TEMP_EFFECT_TYPE GetType() const override; // 2C - { return 8; }
27 void SaveGame(BGSSaveGameBuffer* a_buf) override; // 2D
28 void LoadGame(BGSLoadGameBuffer* a_buf) override; // 2E
29 void FinishLoadGame(BGSLoadGameBuffer* a_buf) override; // 2F
30
31 // add
32 virtual void Init(); // 36 - { return 0; }
33 virtual void Suspend(); // 37 - { return; }
34 virtual void Resume(); // 38 - { return; }
35 virtual void ClearTarget(); // 39
36 virtual void UpdateParentCell(NiAVObject* a_object); // 3A
37 virtual void UpdatePosition(); // 3B - { return; }
38 virtual NiAVObject* GetAttachRoot(); // 3C
39 virtual bool GetAttached(); // 3D - { return 1; }
40 virtual void DetachImpl(); // 3E - { return; }
41
42 // members
46 bool finished; // 40
47 bool ownController; // 41
48 std::uint16_t pad42; // 42
49 std::uint32_t pad44; // 44
50 };
51 static_assert(sizeof(ReferenceEffect) == 0x48);
52}
Definition BGSLoadGameBuffer.h:6
Definition BSTempEffect.h:29
Definition NiAVObject.h:50
Definition NiRTTI.h:6
Definition ReferenceEffectController.h:19
Definition ReferenceEffect.h:12
virtual void Suspend()
virtual void UpdateParentCell(NiAVObject *a_object)
virtual void Resume()
void SaveGame(BGSSaveGameBuffer *a_buf) override
static constexpr auto TYPE
Definition ReferenceEffect.h:16
ReferenceEffectController * controller
Definition ReferenceEffect.h:43
bool ownController
Definition ReferenceEffect.h:47
void Detach() override
ObjectRefHandle target
Definition ReferenceEffect.h:44
virtual void Init()
bool finished
Definition ReferenceEffect.h:46
virtual bool GetAttached()
virtual NiAVObject * GetAttachRoot()
~ReferenceEffect() override
static auto Ni_RTTI
Definition ReferenceEffect.h:15
static constexpr auto RTTI
Definition ReferenceEffect.h:14
bool Update(float a_arg1) override
ObjectRefHandle aimAtTarget
Definition ReferenceEffect.h:45
bool GetManagerHandlesSaveLoad() const override
bool GetClearWhenCellIsUnloaded() const override
void FinishLoadGame(BGSLoadGameBuffer *a_buf) override
virtual void ClearTarget()
const NiRTTI * GetRTTI() const override
std::uint32_t pad44
Definition ReferenceEffect.h:49
virtual void DetachImpl()
virtual void UpdatePosition()
TEMP_EFFECT_TYPE GetType() const override
std::uint16_t pad42
Definition ReferenceEffect.h:48
void LoadGame(BGSLoadGameBuffer *a_buf) override
Definition AbsorbEffect.h:6
TEMP_EFFECT_TYPE
Definition BSTempEffect.h:13
constexpr REL::VariantID RTTI_ReferenceEffect(686536, 394372, 0x1f00ac8)
constexpr REL::VariantID NiRTTI_ReferenceEffect(516706, 402952, 0x2feacc8)