CommonLibSSE NG
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ScreenSplatter.h
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1#pragma once
2
4#include "RE/B/BSTSingleton.h"
6
7namespace RE
8{
9 class NiCamera;
10 class NiNode;
11 class NiSourceTexture;
12
13 class ScreenSplatter : public BSTSingletonSDM<ScreenSplatter>
14 {
15 public:
17 {
18 REL::Relocation<ScreenSplatter**> singleton{ RELOCATION_ID(514512, 400672) };
19 return *singleton;
20 }
21
22 void Clear()
23 {
24 using func_t = decltype(&ScreenSplatter::Clear);
25 REL::Relocation<func_t> func{ RELOCATION_ID(16175, 16407) };
26 return func(this);
27 }
28
29 // members
30 std::uint8_t pad01; // 01
31 std::uint16_t pad02; // 02
32 std::uint32_t pad04; // 04
35 float wRadius; // 18
36 float hRadius; // 1C
37 bool enabled; // 20
38 bool pad21; // 21
39 std::uint16_t pad22; // 22
40 std::uint32_t uiCount; // 24
42 };
43 static_assert(sizeof(ScreenSplatter) == 0x40);
44}
#define RELOCATION_ID(a_se, a_ae)
Definition PCH.h:794
@ kTotal
Definition BSBloodSplatterShaderProperty.h:24
Definition NiSmartPointer.h:9
Definition ScreenSplatter.h:14
static ScreenSplatter * GetSingleton()
Definition ScreenSplatter.h:16
float hRadius
Definition ScreenSplatter.h:36
bool enabled
Definition ScreenSplatter.h:37
std::uint16_t pad02
Definition ScreenSplatter.h:31
NiPointer< NiCamera > camera
Definition ScreenSplatter.h:34
bool pad21
Definition ScreenSplatter.h:38
float wRadius
Definition ScreenSplatter.h:35
NiPointer< NiSourceTexture > textures[BSBloodSplatterShaderProperty::kTotal]
Definition ScreenSplatter.h:41
void Clear()
Definition ScreenSplatter.h:22
NiPointer< NiNode > root
Definition ScreenSplatter.h:33
std::uint32_t pad04
Definition ScreenSplatter.h:32
std::uint32_t uiCount
Definition ScreenSplatter.h:40
std::uint8_t pad01
Definition ScreenSplatter.h:30
std::uint16_t pad22
Definition ScreenSplatter.h:39
Definition Relocation.h:1638
Definition AbsorbEffect.h:6
Definition BSTSingleton.h:50