9 class BGSLoadGameBuffer;
10 class BGSSaveGameBuffer;
15 class TESEffectShader;
58 virtual void SaveGame(BGSSaveGameBuffer* a_buf);
Definition BGSArtObject.h:12
Definition BGSLoadGameBuffer.h:6
Definition NiAVObject.h:50
Definition ReferenceEffectController.h:19
virtual bool GetUseRootWorldRotate()
virtual bool EffectShouldFaceTarget()
virtual void SwitchAttachedRoot(NiNode *a_root, NiNode *a_attachRoot)
virtual const NiPoint3 & GetSourcePosition()
virtual bool GetParticlesUseLocalSpace()
virtual bool GetAllowTargetRoot()
virtual const NiPoint3 & GetWindPoint()
virtual void RemoveHitEffect(ReferenceEffect *a_refEffect)
virtual bool EffectAttachesToCamera()
virtual bool GetGoryVisuals()
virtual bool GetNoInitialFlare()
virtual ~ReferenceEffectController()=default
virtual TESObjectREFR * GetTargetReference()=0
void Start(ReferenceEffect **a_effectOut=nullptr)
virtual bool GetDoParticles()
virtual void SaveGame(BGSSaveGameBuffer *a_buf)
virtual bool GetShaderUseParentCell()
virtual bool GetUseParticleAttachExtent()
virtual bool GetUseSourcePosition()
virtual bool GetEffectPersists()
virtual bool EffectRotatesWithCamera()
virtual bool GetIsRootActor()
virtual bool IsReadyForAttach()
virtual bool GetClearWhenCellIsUnloaded()
virtual bool GetAllowNo3D()
virtual void LoadGame(BGSLoadGameBuffer *a_buf)
virtual float GetElapsedTime()
virtual void HandleEvent(const BSFixedString &a_event)
virtual void SetWindPoint(const NiPoint3 &a_point)
virtual NiAVObject * GetAttachRoot()
virtual TESObjectREFR * GetFacingTarget()
static constexpr auto RTTI
Definition ReferenceEffectController.h:21
virtual BGSArtObject * GetHitEffectArt()=0
virtual float GetParticleAttachExtent()
virtual TESEffectShader * GetHitEffectShader()=0
virtual bool GetManagerHandlesSaveLoad()=0
Definition ReferenceEffect.h:12
Definition TESEffectShader.h:182
Definition TESObjectREFR.h:112
Definition AbsorbEffect.h:6
constexpr REL::VariantID RTTI_ReferenceEffectController(685185, 392951, 0x1ee1248)