CommonLibSSE NG
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TESObjectREFR.h
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1#pragma once
2
6#include "RE/B/BSTArray.h"
7#include "RE/B/BSTEvent.h"
8#include "RE/B/BSTList.h"
10#include "RE/B/BipedObjects.h"
11#include "RE/E/ExtraDataList.h"
12#include "RE/F/FormTypes.h"
13#include "RE/H/hkVector4.h"
15#include "RE/M/MagicSystem.h"
16#include "RE/N/NiPoint3.h"
17#include "RE/N/NiSmartPointer.h"
18#include "RE/N/NiTransform.h"
19#include "RE/T/TESForm.h"
20#include "SKSE/Version.h"
21
22namespace RE
23{
24 enum class LOCK_LEVEL;
25 class hkpCollidable;
26 class Actor;
27 class ActorCause;
28 class BGSAnimationSequencer;
29 class BGSArtObject;
30 class BGSDialogueBranch;
31 class BipedAnim;
32 class BSAnimNoteReceiver;
33 class BSFaceGenAnimationData;
34 class BSFaceGenNiNode;
35 class BSFlattenedBoneTree;
36 class DialogueResponse;
37 class Explosion;
38 class InventoryChanges;
39 class InventoryEntryData;
40 class MagicCaster;
41 class MagicTarget;
42 class ModelReferenceEffect;
43 class NiAVObject;
44 class NiControllerManager;
45 class NiControllerSequence;
46 class NiNode;
47 class NiObject;
48 class Projectile;
49 class ShaderReferenceEffect;
50 class TargetEntry;
51 class TESActorBase;
52 class TESBoundObject;
53 class TESContainer;
54 class TESEffectShader;
55 class TrapData;
56 class TrapEntry;
57 struct BGSDecalGroup;
58 struct BSAnimationGraphEvent;
59 struct BSAnimationUpdateData;
60 struct REFR_LOCK;
61
63 {
64 kRemove,
65 kSteal,
70 };
71
72 struct OBJ_REFR
73 {
74 public:
75 // members
79 };
80 static_assert(sizeof(OBJ_REFR) == 0x20);
81
83 {
84 public:
85 // members
86 BSTSmallArray<void*> unk00; // 00 - handleList?
89 float cachedRadius; // 24
90 std::uint16_t flags; // 28
91 std::int16_t underwaterCount; // 2A
92 std::uint32_t pad2C; // 2C
93 std::uint64_t unk30; // 30 - AIProcess::Data0B8
94 std::uint64_t unk38; // 38
95 std::uint64_t unk40; // 40
96 std::uint64_t unk48; // 48
97 std::uint64_t unk50; // 50
98 std::uint64_t unk58; // 58
99 std::uint64_t unk60; // 60
101 void* unk70; // 70 - smart ptr
102 };
103 static_assert(sizeof(LOADED_REF_DATA) == 0x78);
104
106
108 public TESForm, // 00
109 public BSHandleRefObject, // 20
110 public BSTEventSink<BSAnimationGraphEvent>, // 30
112 {
113 public:
114 inline static constexpr auto RTTI = RTTI_TESObjectREFR;
115 inline static constexpr auto VTABLE = VTABLE_TESObjectREFR;
116 inline static constexpr auto FORMTYPE = FormType::Reference;
117
118 using Count = std::int32_t;
119 using InventoryCountMap = std::map<TESBoundObject*, Count>;
120 using InventoryItemMap = std::map<TESBoundObject*, std::pair<Count, std::unique_ptr<InventoryEntryData>>>;
121 using InventoryDropMap = std::map<TESBoundObject*, std::pair<Count, std::vector<ObjectRefHandle>>>;
122
123 static inline constexpr auto DEFAULT_INVENTORY_FILTER = [](TESBoundObject&) { return true; };
124
125 enum class MotionType // hkpMotion::MotionType
126 {
127 kDynamic = 1,
128 kSphereInertia = 2,
129 kBoxInertia = 3,
130 kKeyframed = 4,
131 kFixed = 5,
132 kThinBoxInertia = 6,
133 kCharacter = 7
134 };
135
137 {
138 enum ChangeFlag : std::uint32_t
139 {
140 kMoved = 1 << 1,
141 kHavokMoved = 1 << 2,
142 kCellChanged = 1 << 3,
143 kScale = 1 << 4,
144 kInventory = 1 << 5,
146 kBaseObject = 1 << 7,
147 kItemExtraData = 1 << 10,
148 kAmmoExtra = 1 << 11,
149 kLockExtra = 1 << 12,
150 kEmpty = 1 << 21,
152 kOpenState = 1 << 23,
153 kPromoted = 1 << 25,
156 kAnimation = 1 << 28,
157 kEncZoneExtra = 1 << 29,
159 kGameOnlyExtra = (std::uint32_t)1 << 31
160 };
161 };
162
164 {
165 enum RecordFlag : std::uint32_t
166 {
168 kCollisionsDisabled = 1 << 4, // ?
169
170 kDeleted = 1 << 5,
171 kHiddenFromLocalMap = 1 << 6, // TESObjectSTAT
172 kTurnOffFire = 1 << 7,
173
174 kInaccessible = 1 << 8, // TESObjectDOOR
175 kLODRespectsEnableState = 1 << 8, // TESObjectSTAT
176 kStartsDead = 1 << 8, // TESNPC
178
179 kMotionBlur = 1 << 9, // TESObjectSTAT
180 kPersistent = 1 << 10,
182 kIgnored = 1 << 12,
183
184 kStartUnconscious = 1 << 13, // TESNPC
185 kSkyMarker = 1 << 13,
186 kHarvested = 1 << 13, // TESObjectTREE
187
188 kIsFullLOD = 1 << 16, // Actor
189 kNeverFades = 1 << 16, // TESObjectLIGH
190
192
193 kIgnoreFriendlyHits = 1 << 20, // Actor
194
195 kNoAIAcquire = 1 << 25,
199
201
202 kGround = 1 << 30,
203 kRespawns = 1 << 30,
204
205 kMultibound = (std::uint32_t)1 << 31
206 };
207 };
208
209 ~TESObjectREFR() override; // 00
210
211 // override (TESForm)
212 void InitializeData() override; // 04
213 void ClearData() override; // 05
214 bool Load(TESFile* a_mod) override; // 06
215 TESForm* CreateDuplicateForm(bool a_createEditorID, void* a_arg2) override; // 09
216 bool CheckSaveGame(BGSSaveFormBuffer* a_buf) override; // 0D
217 void SaveGame(BGSSaveFormBuffer* a_buf) override; // 0E
218 void LoadGame(BGSLoadFormBuffer* a_buf) override; // 0F
219 void InitLoadGame(BGSLoadFormBuffer* a_buf) override; // 10
220 void FinishLoadGame(BGSLoadFormBuffer* a_buf) override; // 11
221 void Revert(BGSLoadFormBuffer* a_buf) override; // 12
222 void InitItemImpl() override; // 13
223 FormType GetSavedFormType() const override; // 15
224 void GetFormDetailedString(char* a_buf, std::uint32_t a_bufLen) override; // 16
225 bool GetRandomAnim() const override; // 18 - { return data.objectReference->GetRandomAnim(); }
226 bool IsHeadingMarker() const override; // 1A - { return data.objectReference->formType == FormType::Light ? (flags & RecordFlags::kNeverFades) != 0 : false; }
227 bool GetDangerous() const override; // 1B - { return data.objectReference->GetDangerous(); }
228 bool GetObstacle() const override; // 1D - { return data.objectReference ? data.objectReference->GetObstacle() : false; }
229 bool GetOnLocalMap() const override; // 1F - { return (flags >> 9) & 1 && data.objectReference->GetOnLocalMap(); }
230 bool GetMustUpdate() const override; // 20 - { return data.objectReference->GetMustUpdate(); }
231 void SetOnLocalMap(bool a_set) override; // 21
232 bool GetIgnoredBySandbox() const override; // 22
233 void SetDelete(bool a_set) override; // 23
234 void SetAltered(bool a_set) override; // 24
235 bool IsWater() const override; // 2A - { return data.objectReference ? data.objectReference->IsWater() : false; }
236 TESObjectREFR* AsReference1() override; // 2B - { return this; }
237 const TESObjectREFR* AsReference2() const override; // 2C - { return this; }
238 bool BelongsInGroup(FORM* a_form, bool a_allowParentGroups, bool a_currentOnly) override; // 30
239 void CreateGroupData(FORM* a_form, FORM_GROUP* a_group) override; // 31
240 const char* GetFormEditorID() const override; // 32
241
242 // override (BSTEventSink<BSAnimationGraphEvent>)
244
245 // override (IAnimationGraphManagerHolder)
250 bool SetupAnimEventSinks(const BSTSmartPointer<BShkbAnimationGraph>& a_animGraph) override; // 08
252
253 // add
254 virtual void Predestroy(); // 3B
255 [[nodiscard]] virtual BGSLocation* GetEditorLocation1() const; // 3C
256 virtual bool GetEditorLocation2(NiPoint3& a_outPos, NiPoint3& a_outRot, TESForm*& a_outWorldOrCell, TESObjectCELL* a_fallback); // 3D
257 virtual void ForceEditorLocation(BGSLocation* a_location); // 3E
258 virtual void Update3DPosition(bool a_warp); // 3F
259 virtual void UpdateSoundCallBack(bool a_endSceneAction); // 40
260 virtual bool SetDialogueWithPlayer(bool a_flag, bool a_forceGreet, TESTopicInfo* a_topic); // 41
261 virtual void DamageObject(float a_objectHealth, bool a_arg3); // 42
262 [[nodiscard]] virtual bool GetFullLODRef() const; // 43
263 virtual void SetFullLODRef(bool a_set); // 44
264 [[nodiscard]] virtual BGSAnimationSequencer* GetSequencer() const; // 45
265 [[nodiscard]] virtual bool QCanUpdateSync() const; // 46 - { return true; }
266 [[nodiscard]] virtual bool GetAllowPromoteToPersistent() const; // 47 - { return true; }
267 [[nodiscard]] virtual bool HasKeywordHelper(const BGSKeyword* a_keyword) const; // 48
268 [[nodiscard]] virtual TESPackage* CheckForCurrentAliasPackage(); // 49 - { return 0; }
269 [[nodiscard]] virtual BGSScene* GetCurrentScene() const; // 4A
270 virtual void SetCurrentScene(BGSScene* a_scene); // 4B
271 virtual bool UpdateInDialogue(DialogueResponse* a_response, bool a_unused); // 4C
272 [[nodiscard]] virtual BGSDialogueBranch* GetExclusiveBranch() const; // 4D
273 virtual void SetExclusiveBranch(BGSDialogueBranch* a_branch); // 4E
274 virtual void PauseCurrentDialogue(); // 4F
275 virtual void SetActorCause(ActorCause* a_cause); // 50
276 [[nodiscard]] virtual ActorCause* GetActorCause() const; // 51
277 [[nodiscard]] virtual NiPoint3 GetStartingAngle() const; // 52
278 [[nodiscard]] virtual NiPoint3 GetStartingLocation() const; // 53
279 virtual void SetStartingPosition(const NiPoint3& a_pos); // 54
280 virtual void UpdateRefLight(); // 55
281 virtual ObjectRefHandle RemoveItem(TESBoundObject* a_item, std::int32_t a_count, ITEM_REMOVE_REASON a_reason, ExtraDataList* a_extraList, TESObjectREFR* a_moveToRef, const NiPoint3* a_dropLoc = 0, const NiPoint3* a_rotate = 0); // 56
282 virtual bool AddWornItem(TESBoundObject* a_item, std::int32_t a_count, bool a_forceEquip, std::uint32_t a_arg4, std::uint32_t a_arg5); // 57
283 virtual void DoTrap1(TrapData& a_data); // 58 - { return; }
284 virtual void DoTrap2(TrapEntry* a_trap, TargetEntry* a_target); // 59 - { return; }
285 virtual void AddObjectToContainer(TESBoundObject* a_object, ExtraDataList* a_extraList, std::int32_t a_count, TESObjectREFR* a_fromRefr); // 5A
286 [[nodiscard]] virtual NiPoint3 GetLookingAtLocation() const; // 5B
287 [[nodiscard]] virtual MagicCaster* GetMagicCaster(MagicSystem::CastingSource a_source); // 5C
288 [[nodiscard]] virtual MagicTarget* GetMagicTarget(); // 5D
289 [[nodiscard]] virtual bool IsChild() const; // 5E - { return false; }
290 virtual TESActorBase* GetTemplateActorBase(); // 5F - { return 0; }
291 virtual void SetTemplateActorBase(TESActorBase* a_template); // 60 - { return; }
292 [[nodiscard]] virtual BSFaceGenNiNode* GetFaceNodeSkinned(); // 61 - { return 0; }
293 [[nodiscard]] virtual BSFaceGenNiNode* GetFaceNode(); // 62 - { return GetFaceNodeSkinned(); }
294 [[nodiscard]] virtual BSFaceGenAnimationData* GetFaceGenAnimationData(); // 63 - { return 0; }
295 virtual bool ClampToGround(); // 64
296 virtual bool DetachHavok(NiAVObject* a_obj3D); // 65
297 virtual void InitHavok(); // 66
298 virtual void Unk_67(void); // 67 - { return; }
299 virtual void Unk_68(void); // 68 - { return; }
300 virtual void Unk_69(void); // 69 - { return; }
301 virtual NiAVObject* Load3D(bool a_backgroundLoading); // 6A
302 virtual void Release3DRelatedData(); // 6B
303 virtual void Set3D(NiAVObject* a_object, bool a_queue3DTasks = true); // 6C
304 virtual bool ShouldBackgroundClone() const; // 6D
305 virtual void Unk_6E(void); // 6E - { return; }
306 [[nodiscard]] virtual NiAVObject* Get3D1(bool a_firstPerson) const; // 6F - { return Get3D2(); }
307 [[nodiscard]] virtual NiAVObject* Get3D2() const; // 70
308 [[nodiscard]] virtual bool Is3rdPersonVisible() const; // 71 - { return true; }
309 virtual bool PopulateGraphProjectsToLoad(void) const; // 72
310 [[nodiscard]] virtual NiPoint3 GetBoundMin() const; // 73
311 [[nodiscard]] virtual NiPoint3 GetBoundMax() const; // 74
312 virtual void Unk_75(void); // 75 - { return 0; }
313 virtual bool InitNonNPCAnimation(NiNode& a_nodeForAnim); // 76
314 virtual bool CheckAndFixSkinAndBoneOrder(NiNode& a_nodeToTest); // 77
315 virtual void Unk_78(void); // 78
316 virtual void ModifyAnimationUpdateData(BSAnimationUpdateData& a_data); // 79 - { return; }
317 [[nodiscard]] virtual bool ShouldSaveAnimationOnUnloading() const; // 7A
318 [[nodiscard]] virtual bool ShouldSaveAnimationOnSaving() const; // 7B
319 [[nodiscard]] virtual bool ShouldPerformRevert() const; // 7C - { return true; }
320 virtual void UpdateAnimation(float a_delta); // 7D
321 [[nodiscard]] virtual const BSTSmartPointer<BipedAnim>& GetBiped1(bool a_firstPerson) const; // 7E - { return GetBiped2(); }
322 [[nodiscard]] virtual const BSTSmartPointer<BipedAnim>& GetBiped2() const; // 7F
323 [[nodiscard]] virtual const BSTSmartPointer<BipedAnim>& GetCurrentBiped() const; // 80 - { return GetBiped2(); }
324 virtual void SetBiped(const BSTSmartPointer<BipedAnim>& a_biped); // 81 - { return; }
325 virtual void RemoveWeapon(BIPED_OBJECT equipIndex); // 82 - { return; }
326 virtual void Unk_83(void); // 83 - { return; }
327 // Virtual functions defined in TESObjectREFR after the vtable structure becomes different in VR.
328#if !defined(ENABLE_SKYRIM_AE) && !defined(ENABLE_SKYRIM_SE)
329 virtual void Unk_84(void); // 84 - sets flag 24 if the object has destructibles
330#endif
331 SKYRIM_REL_VR_VIRTUAL void SetObjectReference(TESBoundObject* a_object); // 84 - sets flag 24 if the object has destructibles
332 SKYRIM_REL_VR_VIRTUAL void MoveHavok(bool a_forceRec); // 85
333 SKYRIM_REL_VR_VIRTUAL void GetLinearVelocity(NiPoint3& a_velocity) const; // 86
334 SKYRIM_REL_VR_VIRTUAL void SetActionComplete(bool a_set); // 87 - { return; }
335 SKYRIM_REL_VR_VIRTUAL void SetMovementComplete(bool a_set); // 88 - { return; }
337 SKYRIM_REL_VR_VIRTUAL void ResetInventory(bool a_leveledOnly); // 8A
338 [[nodiscard]] SKYRIM_REL_VR_VIRTUAL NiNode* GetFireNode(); // 8B - { return 0; }
339 SKYRIM_REL_VR_VIRTUAL void SetFireNode(NiNode* a_fireNode); // 8C - { return; }
340 [[nodiscard]] SKYRIM_REL_VR_VIRTUAL NiAVObject* GetCurrent3D() const; // 8D - { return Get3D2(); }
341 [[nodiscard]] SKYRIM_REL_VR_VIRTUAL Explosion* AsExplosion(); // 8E - { return 0; }
342 [[nodiscard]] SKYRIM_REL_VR_VIRTUAL Projectile* AsProjectile(); // 8F - { return 0; }
343 SKYRIM_REL_VR_VIRTUAL bool OnAddCellPerformQueueReference(TESObjectCELL& a_cell) const; // 90 - { return true; }
344 SKYRIM_REL_VR_VIRTUAL void DoMoveToHigh(); // 91 - { return; }
345 SKYRIM_REL_VR_VIRTUAL void TryMoveToMiddleLow(); // 92 - { return; }
347 SKYRIM_REL_VR_VIRTUAL void Unk_94(void); // 94 - { return; }
349 SKYRIM_REL_VR_VIRTUAL void Unk_96(void); // 96 - related to lockpicking
352 [[nodiscard]] SKYRIM_REL_VR_VIRTUAL bool IsDead(bool a_notEssential = true) const; // 99
354 SKYRIM_REL_VR_VIRTUAL BSAnimNoteReceiver* GetAnimNoteReceiver(); // 9B
355 SKYRIM_REL_VR_VIRTUAL bool ProcessInWater(hkpCollidable* a_collidable, float a_waterHeight, float a_deltaTime); // 9C
356 SKYRIM_REL_VR_VIRTUAL bool ApplyCurrent(float a_velocityTime, const hkVector4& a_velocity); // 9D - { return 0; }
357 [[nodiscard]] SKYRIM_REL_VR_VIRTUAL TESAmmo* GetCurrentAmmo() const; // 9E - { return 0; }
359 SKYRIM_REL_VR_VIRTUAL bool Unk_A0(NiAVObject* a_node, float& a_angleX, float& a_angleZ, NiPoint3& a_pos); // A0
360 SKYRIM_REL_VR_VIRTUAL void UnequipItem(std::uint64_t a_arg1, TESBoundObject* a_object); // A1 - { return; }
361
363 static bool LookupByHandle(RefHandle a_refHandle, NiPointer<TESObjectREFR>& a_refrOut);
365
366 bool ActivateRef(TESObjectREFR* a_activator, uint8_t a_arg2, TESBoundObject* a_object, int32_t a_count, bool a_defaultProcessingOnly);
367 ModelReferenceEffect* ApplyArtObject(BGSArtObject* a_artObject, float a_duration = -1.0f, TESObjectREFR* a_facingRef = nullptr, bool a_faceTarget = false, bool a_attachToCamera = false, NiAVObject* a_attachNode = nullptr, bool a_interfaceEffect = false);
368 ShaderReferenceEffect* ApplyEffectShader(TESEffectShader* a_effectShader, float a_duration = -1.0f, TESObjectREFR* a_facingRef = nullptr, bool a_faceTarget = false, bool a_attachToCamera = false, NiAVObject* a_attachNode = nullptr, bool a_interfaceEffect = false);
369 [[nodiscard]] bool CanBeMoved();
371 void DoTrap(TrapData& a_data);
372 void DoTrap(TrapEntry* a_trap, TargetEntry* a_target);
373 [[nodiscard]] NiAVObject* Get3D() const;
374 [[nodiscard]] NiAVObject* Get3D(bool a_firstPerson) const;
375 [[nodiscard]] TESNPC* GetActorOwner();
376 [[nodiscard]] NiPoint3 GetAngle() const;
377 [[nodiscard]] float GetAngleX() const;
378 [[nodiscard]] float GetAngleY() const;
379 [[nodiscard]] float GetAngleZ() const;
380 [[nodiscard]] float GetBaseHeight() const;
382 [[nodiscard]] const TESBoundObject* GetBaseObject() const;
383 [[nodiscard]] const BSTSmartPointer<BipedAnim>& GetBiped() const;
384 [[nodiscard]] const BSTSmartPointer<BipedAnim>& GetBiped(bool a_firstPerson) const;
385 [[nodiscard]] std::uint16_t GetCalcLevel(bool a_adjustLevel) const;
386 [[nodiscard]] TESContainer* GetContainer() const;
387 [[nodiscard]] BGSLocation* GetCurrentLocation() const;
388 [[nodiscard]] const char* GetDisplayFullName();
390 [[nodiscard]] InventoryDropMap GetDroppedInventory(std::function<bool(TESBoundObject&)> a_filter);
391 [[nodiscard]] BGSLocation* GetEditorLocation() const;
392 [[nodiscard]] bool GetEditorLocation(NiPoint3& a_outPos, NiPoint3& a_outRot, TESForm*& a_outWorldOrCell, TESObjectCELL* a_fallback);
393 [[nodiscard]] std::optional<double> GetEnchantmentCharge() const;
394 [[nodiscard]] TESFaction* GetFactionOwner();
395 [[nodiscard]] ObjectRefHandle GetHandle();
396 [[nodiscard]] float GetHeadingAngle(const RE::NiPoint3& a_pos, bool a_abs);
397 [[nodiscard]] float GetHeight() const;
399 [[nodiscard]] InventoryItemMap GetInventory(std::function<bool(TESBoundObject&)> a_filter, bool a_noInit = false);
400 [[nodiscard]] std::int32_t GetInventoryCount(bool no_init = false);
402 [[nodiscard]] InventoryCountMap GetInventoryCounts(std::function<bool(TESBoundObject&)> a_filter, bool a_noInit = false);
403 [[nodiscard]] InventoryChanges* GetInventoryChanges(bool a_noInit = false);
404 [[nodiscard]] TESObjectREFR* GetLinkedRef(BGSKeyword* a_keyword);
405 [[nodiscard]] REFR_LOCK* GetLock() const;
406 [[nodiscard]] LOCK_LEVEL GetLockLevel() const;
407 [[nodiscard]] const char* GetName() const;
408 [[nodiscard]] NiAVObject* GetNodeByName(const BSFixedString& a_nodeName);
409 [[nodiscard]] constexpr TESBoundObject* GetObjectReference() const noexcept { return data.objectReference; }
410 [[nodiscard]] TESForm* GetOwner() const;
411 [[nodiscard]] constexpr TESObjectCELL* GetParentCell() const noexcept { return parentCell; }
412 [[nodiscard]] constexpr NiPoint3 GetPosition() const noexcept { return data.location; }
413 [[nodiscard]] constexpr float GetPositionX() const noexcept { return data.location.x; }
414 [[nodiscard]] constexpr float GetPositionY() const noexcept { return data.location.y; }
415 [[nodiscard]] constexpr float GetPositionZ() const noexcept { return data.location.z; }
416 [[nodiscard]] float GetScale() const;
417 [[nodiscard]] NiControllerSequence* GetSequence(stl::zstring a_name) const;
418 [[nodiscard]] std::uint32_t GetStealValue(const InventoryEntryData* a_entryData, std::uint32_t a_numItems, bool a_useMult) const;
419 void GetTransform(NiTransform& a_transform) const;
420 [[nodiscard]] float GetWaterHeight() const;
421 [[nodiscard]] float GetWeight() const;
422 [[nodiscard]] float GetWeightInContainer();
423 [[nodiscard]] TESWorldSpace* GetWorldspace() const;
424 [[nodiscard]] bool HasCollision() const;
425 [[nodiscard]] bool HasContainer() const;
426 [[nodiscard]] bool HasKeyword(const BGSKeyword* a_keyword) const;
427 [[nodiscard]] bool HasKeywordInArray(const std::vector<BGSKeyword*>& a_keywords, bool a_matchAll) const;
428 [[nodiscard]] bool HasKeywordInList(BGSListForm* a_keywordList, bool a_matchAll) const;
429 [[nodiscard]] bool HasQuestObject() const;
431 bool InitInventoryIfRequired(bool a_ignoreContainerExtraData = false);
432 ModelReferenceEffect* InstantiateHitArt(BGSArtObject* a_art, float a_dur, TESObjectREFR* a_facingRef, bool a_faceTarget, bool a_attachToCamera, NiAVObject* a_attachNode = nullptr, bool a_interfaceEffect = false);
433 ShaderReferenceEffect* InstantiateHitShader(TESEffectShader* a_shader, float a_dur, TESObjectREFR* a_facingRef = nullptr, bool a_faceTarget = false, bool a_attachToCamera = false, NiAVObject* a_attachNode = nullptr, bool a_interfaceEffect = false);
434 [[nodiscard]] bool Is3DLoaded() const;
435 [[nodiscard]] bool IsActivationBlocked() const;
436 [[nodiscard]] bool IsAnOwner(const Actor* a_testOwner, bool a_useFaction, bool a_requiresOwner) const;
437 [[nodiscard]] bool IsCrimeToActivate();
438 [[nodiscard]] bool IsDisabled() const;
439 [[nodiscard]] bool IsEnchanted() const;
440 [[nodiscard]] bool IsHorse() const;
441 [[nodiscard]] bool IsInitiallyDisabled() const;
442 [[nodiscard]] bool IsInWater() const;
443 [[nodiscard]] bool IsLocked() const;
444 [[nodiscard]] bool IsMarkedForDeletion() const;
445 [[nodiscard]] bool IsOffLimits();
446 [[nodiscard]] bool IsPersistent() const;
447 [[nodiscard]] float IsPointDeepUnderWater(float a_zPos, TESObjectCELL* a_cell) const;
448 [[nodiscard]] bool IsPointSubmergedMoreThan(const NiPoint3& a_pos, TESObjectCELL* a_cell, float a_waterLevel) const;
449 void MoveTo(TESObjectREFR* a_target);
450 bool MoveToNode(TESObjectREFR* a_target, const BSFixedString& a_nodeName);
451 bool MoveToNode(TESObjectREFR* a_target, NiAVObject* a_node);
452 NiPointer<TESObjectREFR> PlaceObjectAtMe(TESBoundObject* a_baseToPlace, bool a_forcePersist) const;
455 void SetActivationBlocked(bool a_blocked);
456 void SetCollision(bool a_enable);
457 bool SetDisplayName(const BSFixedString& a_name, bool a_force);
459 bool SetMotionType(MotionType a_motionType, bool a_allowActivate = true);
460 void SetPosition(float a_x, float a_y, float a_z);
462
464 {
465#define RUNTIME_DATA_CONTENT \
466 std::uint64_t unk88; /* 88, 90 */ \
467 std::uint16_t refScale; /* 90, 98 */ \
468 std::int8_t modelState; /* 92, 9A */ \
469 bool preDestroyed; /* 93, 9B */ \
470 std::uint32_t pad94; /* 94, 9C */
471
473 };
474
475 [[nodiscard]] inline REFERENCE_RUNTIME_DATA& GetReferenceRuntimeData() noexcept
476 {
477 return REL::RelocateMemberIfNewer<REFERENCE_RUNTIME_DATA>(SKSE::RUNTIME_SSE_1_6_629, this, 0x88, 0x90);
478 }
479
480 [[nodiscard]] inline const REFERENCE_RUNTIME_DATA& GetReferenceRuntimeData() const noexcept
481 {
482 return REL::RelocateMemberIfNewer<REFERENCE_RUNTIME_DATA>(SKSE::RUNTIME_SSE_1_6_629, this, 0x88, 0x90);
483 }
484
485 // members
490
491#ifndef ENABLE_SKYRIM_AE
493#endif
494
495 private:
496 InventoryChanges* ForceInitInventoryChanges();
497 InventoryChanges* MakeInventoryChanges();
498 void MoveTo_Impl(const ObjectRefHandle& a_targetHandle, TESObjectCELL* a_targetCell, TESWorldSpace* a_selfWorldSpace, const NiPoint3& a_position, const NiPoint3& a_rotation);
499 void PlayAnimation_Impl(NiControllerManager* a_manager, NiControllerSequence* a_toSeq, NiControllerSequence* a_fromSeq, bool a_arg4 = false);
500 };
501#ifndef ENABLE_SKYRIM_AE
502 static_assert(sizeof(TESObjectREFR) == 0x98);
503#endif
504}
505#undef RUNTIME_DATA_CONTENT
#define RUNTIME_DATA_CONTENT
Definition Actor.h:633
#define NiSmartPointer(className)
Definition NiSmartPointer.h:251
#define SKYRIM_REL_VR_VIRTUAL
Definition Relocation.h:152
Definition ActorCause.h:9
Definition Actor.h:131
Definition BGSAnimationSequencer.h:11
Definition BGSArtObject.h:12
Definition BGSDialogueBranch.h:10
Definition BGSEncounterZone.h:43
Definition BGSKeyword.h:10
Definition BGSListForm.h:11
Definition BGSLoadFormBuffer.h:11
Definition BGSLocation.h:68
Definition BGSScene.h:32
Definition BSFaceGenAnimationData.h:11
Definition BSFaceGenNiNode.h:14
Definition BSHandleRefObject.h:8
Definition BSTArray.h:377
Definition BSTEvent.h:143
Definition BSTEvent.h:19
Definition BSTSmartPointer.h:36
Definition DialogueItem.h:22
Definition Explosion.h:22
Definition ExtraDataList.h:53
Definition IAnimationGraphManagerHolder.h:18
Definition InventoryChanges.h:16
Definition InventoryEntryData.h:15
Definition MagicCaster.h:25
Definition MagicTarget.h:26
Definition ModelReferenceEffect.h:20
Definition NiAVObject.h:50
Definition NiControllerManager.h:17
Definition NiControllerSequence.h:23
Definition NiNode.h:12
Definition NiPoint3.h:6
float z
Definition NiPoint3.h:46
float x
Definition NiPoint3.h:44
float y
Definition NiPoint3.h:45
Definition NiSmartPointer.h:9
Definition NiTransform.h:9
Definition Projectile.h:30
Definition ShaderReferenceEffect.h:20
Definition TESActorBase.h:32
Definition TESAmmo.h:60
Definition TESBoundObject.h:24
Definition TESContainer.h:33
Definition TESEffectShader.h:182
Definition TESFaction.h:120
Definition TESFile.h:15
Definition TESForm.h:35
Definition TESNPC.h:36
Definition TESObjectCELL.h:116
Definition TESObjectREFR.h:112
const char * GetDisplayFullName()
MotionType
Definition TESObjectREFR.h:126
SKYRIM_REL_VR_VIRTUAL void SetActionComplete(bool a_set)
LOADED_REF_DATA * loadedData
Definition TESObjectREFR.h:488
void ClearData() override
virtual bool GetAllowPromoteToPersistent() const
virtual void InitHavok()
SKYRIM_REL_VR_VIRTUAL Projectile * AsProjectile()
static constexpr auto DEFAULT_INVENTORY_FILTER
Definition TESObjectREFR.h:123
void SetEncounterZone(BGSEncounterZone *a_zone)
bool HasContainer() const
void GetTransform(NiTransform &a_transform) const
float GetScale() const
float GetWeight() const
constexpr float GetPositionX() const noexcept
Definition TESObjectREFR.h:413
NiPoint3 GetAngle() const
virtual void Unk_69(void)
virtual void Update3DPosition(bool a_warp)
void DoTrap(TrapEntry *a_trap, TargetEntry *a_target)
float IsPointDeepUnderWater(float a_zPos, TESObjectCELL *a_cell) const
virtual bool SetDialogueWithPlayer(bool a_flag, bool a_forceGreet, TESTopicInfo *a_topic)
SKYRIM_REL_VR_VIRTUAL void TryUpdateActorLastSeenTime()
SKYRIM_REL_VR_VIRTUAL bool ApplyCurrent(float a_velocityTime, const hkVector4 &a_velocity)
bool HasKeywordInArray(const std::vector< BGSKeyword * > &a_keywords, bool a_matchAll) const
bool IsPersistent() const
TESObjectCELL * parentCell
Definition TESObjectREFR.h:487
virtual void DamageObject(float a_objectHealth, bool a_arg3)
bool IsEnchanted() const
void LoadGame(BGSLoadFormBuffer *a_buf) override
FormType GetSavedFormType() const override
NiControllerSequence * GetSequence(stl::zstring a_name) const
TESBoundObject * GetBaseObject()
virtual void PauseCurrentDialogue()
SKYRIM_REL_VR_VIRTUAL void ResetInventory(bool a_leveledOnly)
SKYRIM_REL_VR_VIRTUAL bool OnAddCellPerformQueueReference(TESObjectCELL &a_cell) const
virtual bool CheckAndFixSkinAndBoneOrder(NiNode &a_nodeToTest)
virtual void Predestroy()
void SetOnLocalMap(bool a_set) override
SKYRIM_REL_VR_VIRTUAL void SetMovementComplete(bool a_set)
virtual void Unk_78(void)
bool HasKeyword(const BGSKeyword *a_keyword) const
bool CheckSaveGame(BGSSaveFormBuffer *a_buf) override
virtual BSFaceGenAnimationData * GetFaceGenAnimationData()
NiAVObject * Get3D(bool a_firstPerson) const
SKYRIM_REL_VR_VIRTUAL void Unk_96(void)
SKYRIM_REL_VR_VIRTUAL bool IsDead(bool a_notEssential=true) const
std::map< TESBoundObject *, Count > InventoryCountMap
Definition TESObjectREFR.h:119
const REFERENCE_RUNTIME_DATA & GetReferenceRuntimeData() const noexcept
Definition TESObjectREFR.h:480
constexpr float GetPositionY() const noexcept
Definition TESObjectREFR.h:414
TESForm * CreateDuplicateForm(bool a_createEditorID, void *a_arg2) override
virtual bool HasKeywordHelper(const BGSKeyword *a_keyword) const
virtual void Unk_75(void)
TESObjectREFR * AsReference1() override
virtual void SetActorCause(ActorCause *a_cause)
float GetAngleZ() const
bool BelongsInGroup(FORM *a_form, bool a_allowParentGroups, bool a_currentOnly) override
virtual BSFaceGenNiNode * GetFaceNodeSkinned()
virtual void UpdateSoundCallBack(bool a_endSceneAction)
virtual bool ClampToGround()
SKYRIM_REL_VR_VIRTUAL void TryMoveToMiddleLow()
virtual void DoTrap2(TrapEntry *a_trap, TargetEntry *a_target)
SKYRIM_REL_VR_VIRTUAL void SetObjectReference(TESBoundObject *a_object)
virtual TESActorBase * GetTemplateActorBase()
bool MoveToNode(TESObjectREFR *a_target, NiAVObject *a_node)
SKYRIM_REL_VR_VIRTUAL void SetFireNode(NiNode *a_fireNode)
virtual void SetCurrentScene(BGSScene *a_scene)
SKYRIM_REL_VR_VIRTUAL void Unk_94(void)
static constexpr auto VTABLE
Definition TESObjectREFR.h:115
OBJ_REFR data
Definition TESObjectREFR.h:486
const BSTSmartPointer< BipedAnim > & GetBiped() const
SKYRIM_REL_VR_VIRTUAL void DoMoveToHigh()
virtual bool IsChild() const
virtual NiAVObject * Get3D1(bool a_firstPerson) const
SKYRIM_REL_VR_VIRTUAL BSAnimNoteReceiver * CreateAnimNoteReceiver()
virtual bool GetFullLODRef() const
virtual BSFaceGenNiNode * GetFaceNode()
bool GetRandomAnim() const override
SKYRIM_REL_VR_VIRTUAL bool ProcessInWater(hkpCollidable *a_collidable, float a_waterHeight, float a_deltaTime)
InventoryDropMap GetDroppedInventory()
InventoryCountMap GetInventoryCounts(std::function< bool(TESBoundObject &)> a_filter, bool a_noInit=false)
bool GetAnimationGraphManagerImpl(BSTSmartPointer< BSAnimationGraphManager > &a_out) const override
virtual BGSLocation * GetEditorLocation1() const
virtual void SetFullLODRef(bool a_set)
virtual bool ShouldPerformRevert() const
InventoryItemMap GetInventory()
bool IsHeadingMarker() const override
NiPointer< TESObjectREFR > PlaceObjectAtMe(TESBoundObject *a_baseToPlace, bool a_forcePersist) const
virtual void SetBiped(const BSTSmartPointer< BipedAnim > &a_biped)
virtual ActorCause * GetActorCause() const
virtual void UpdateRefLight()
void MoveTo(TESObjectREFR *a_target)
bool IsInWater() const
ShaderReferenceEffect * InstantiateHitShader(TESEffectShader *a_shader, float a_dur, TESObjectREFR *a_facingRef=nullptr, bool a_faceTarget=false, bool a_attachToCamera=false, NiAVObject *a_attachNode=nullptr, bool a_interfaceEffect=false)
virtual const BSTSmartPointer< BipedAnim > & GetBiped2() const
InventoryDropMap GetDroppedInventory(std::function< bool(TESBoundObject &)> a_filter)
static NiPointer< TESObjectREFR > LookupByHandle(RefHandle a_refHandle)
virtual void Unk_68(void)
std::uint32_t GetStealValue(const InventoryEntryData *a_entryData, std::uint32_t a_numItems, bool a_useMult) const
SKYRIM_REL_VR_VIRTUAL TESAmmo * GetCurrentAmmo() const
float GetAngleY() const
std::map< TESBoundObject *, std::pair< Count, std::vector< ObjectRefHandle > > > InventoryDropMap
Definition TESObjectREFR.h:121
SKYRIM_REL_VR_VIRTUAL bool Unk_A0(NiAVObject *a_node, float &a_angleX, float &a_angleZ, NiPoint3 &a_pos)
virtual void DoTrap1(TrapData &a_data)
SKYRIM_REL_VR_VIRTUAL BSAnimNoteReceiver * GetAnimNoteReceiver()
const TESObjectREFR * AsReference2() const override
std::int32_t GetInventoryCount(bool no_init=false)
TESNPC * GetActorOwner()
std::int32_t Count
Definition TESObjectREFR.h:118
TESWorldSpace * GetWorldspace() const
virtual void AddObjectToContainer(TESBoundObject *a_object, ExtraDataList *a_extraList, std::int32_t a_count, TESObjectREFR *a_fromRefr)
bool IsHorse() const
bool IsWater() const override
bool SetupAnimEventSinks(const BSTSmartPointer< BShkbAnimationGraph > &a_animGraph) override
virtual NiPoint3 GetStartingAngle() const
InventoryCountMap GetInventoryCounts()
void SaveGame(BGSSaveFormBuffer *a_buf) override
bool GetMustUpdate() const override
virtual const BSTSmartPointer< BipedAnim > & GetBiped1(bool a_firstPerson) const
float GetAngleX() const
static TESObjectREFR * FindReferenceFor3D(NiAVObject *a_object3D)
virtual void UpdateAnimation(float a_delta)
void Revert(BGSLoadFormBuffer *a_buf) override
bool IsCrimeToActivate()
TESObjectREFR * GetLinkedRef(BGSKeyword *a_keyword)
SKYRIM_REL_VR_VIRTUAL NiNode * GetFireNode()
void SetActivationBlocked(bool a_blocked)
virtual bool QCanUpdateSync() const
void InitItemImpl() override
virtual bool GetEditorLocation2(NiPoint3 &a_outPos, NiPoint3 &a_outRot, TESForm *&a_outWorldOrCell, TESObjectCELL *a_fallback)
REFERENCE_RUNTIME_DATA & GetReferenceRuntimeData() noexcept
Definition TESObjectREFR.h:475
ShaderReferenceEffect * ApplyEffectShader(TESEffectShader *a_effectShader, float a_duration=-1.0f, TESObjectREFR *a_facingRef=nullptr, bool a_faceTarget=false, bool a_attachToCamera=false, NiAVObject *a_attachNode=nullptr, bool a_interfaceEffect=false)
virtual void Set3D(NiAVObject *a_object, bool a_queue3DTasks=true)
virtual NiAVObject * Load3D(bool a_backgroundLoading)
void FinishLoadGame(BGSLoadFormBuffer *a_buf) override
float GetWaterHeight() const
bool Load(TESFile *a_mod) override
virtual void Release3DRelatedData()
bool IsInitiallyDisabled() const
void PlayAnimation(NiControllerManager *a_manager, NiControllerSequence *a_toSeq, NiControllerSequence *a_fromSeq)
bool GetEditorLocation(NiPoint3 &a_outPos, NiPoint3 &a_outRot, TESForm *&a_outWorldOrCell, TESObjectCELL *a_fallback)
SKYRIM_REL_VR_VIRTUAL BGSDecalGroup * GetDecalGroup() const
virtual void Unk_6E(void)
const BSTSmartPointer< BipedAnim > & GetBiped(bool a_firstPerson) const
const char * GetName() const
std::map< TESBoundObject *, std::pair< Count, std::unique_ptr< InventoryEntryData > > > InventoryItemMap
Definition TESObjectREFR.h:120
InventoryItemMap GetInventory(std::function< bool(TESBoundObject &)> a_filter, bool a_noInit=false)
virtual NiAVObject * Get3D2() const
NiAVObject * GetNodeByName(const BSFixedString &a_nodeName)
virtual BGSAnimationSequencer * GetSequencer() const
InventoryChanges * GetInventoryChanges(bool a_noInit=false)
virtual MagicCaster * GetMagicCaster(MagicSystem::CastingSource a_source)
LOCK_LEVEL GetLockLevel() const
virtual void SetStartingPosition(const NiPoint3 &a_pos)
virtual BGSScene * GetCurrentScene() const
ModelReferenceEffect * InstantiateHitArt(BGSArtObject *a_art, float a_dur, TESObjectREFR *a_facingRef, bool a_faceTarget, bool a_attachToCamera, NiAVObject *a_attachNode=nullptr, bool a_interfaceEffect=false)
virtual void Unk_67(void)
SKYRIM_REL_VR_VIRTUAL void GetLinearVelocity(NiPoint3 &a_velocity) const
void PlayAnimation(stl::zstring a_from, stl::zstring a_to)
void SetCollision(bool a_enable)
void InitLoadGame(BGSLoadFormBuffer *a_buf) override
void SetDelete(bool a_set) override
float GetHeadingAngle(const RE::NiPoint3 &a_pos, bool a_abs)
virtual void SetExclusiveBranch(BGSDialogueBranch *a_branch)
virtual TESPackage * CheckForCurrentAliasPackage()
virtual void ModifyAnimationUpdateData(BSAnimationUpdateData &a_data)
BGSLocation * GetEditorLocation() const
ObjectRefHandle CreateRefHandle()
float GetHeight() const
bool HasCollision() const
virtual void Unk_84(void)
bool GetObstacle() const override
NiAVObject * Get3D() const
virtual NiPoint3 GetBoundMax() const
virtual bool Is3rdPersonVisible() const
SKYRIM_REL_VR_VIRTUAL void UnequipItem(std::uint64_t a_arg1, TESBoundObject *a_object)
float GetBaseHeight() const
virtual NiPoint3 GetStartingLocation() const
void InitializeData() override
virtual BGSDialogueBranch * GetExclusiveBranch() const
virtual NiPoint3 GetBoundMin() const
bool GetOnLocalMap() const override
virtual bool UpdateInDialogue(DialogueResponse *a_response, bool a_unused)
bool SetAnimationGraphManagerImpl(BSTSmartPointer< BSAnimationGraphManager > &a_in) override
constexpr TESBoundObject * GetObjectReference() const noexcept
Definition TESObjectREFR.h:409
ObjectRefHandle GetHandle()
bool HasKeywordInList(BGSListForm *a_keywordList, bool a_matchAll) const
virtual void RemoveWeapon(BIPED_OBJECT equipIndex)
SKYRIM_REL_VR_VIRTUAL bool TryChangeSkyCellActorsProcessLevel()
bool InitInventoryIfRequired(bool a_ignoreContainerExtraData=false)
TESForm * GetOwner() const
bool IsMarkedForDeletion() const
bool ConstructAnimationGraph(BSTSmartPointer< BShkbAnimationGraph > &a_out) override
SKYRIM_REL_VR_VIRTUAL NiAVObject * GetCurrent3D() const
std::optional< double > GetEnchantmentCharge() const
TESContainer * GetContainer() const
bool Is3DLoaded() const
const TESBoundObject * GetBaseObject() const
SKYRIM_REL_VR_VIRTUAL void Disable()
virtual bool InitNonNPCAnimation(NiNode &a_nodeForAnim)
REFR_LOCK * GetLock() const
void SetPosition(NiPoint3 a_pos)
bool IsAnOwner(const Actor *a_testOwner, bool a_useFaction, bool a_requiresOwner) const
void GetFormDetailedString(char *a_buf, std::uint32_t a_bufLen) override
constexpr TESObjectCELL * GetParentCell() const noexcept
Definition TESObjectREFR.h:411
virtual bool PopulateGraphProjectsToLoad(void) const
virtual ObjectRefHandle RemoveItem(TESBoundObject *a_item, std::int32_t a_count, ITEM_REMOVE_REASON a_reason, ExtraDataList *a_extraList, TESObjectREFR *a_moveToRef, const NiPoint3 *a_dropLoc=0, const NiPoint3 *a_rotate=0)
bool GetIgnoredBySandbox() const override
SKYRIM_REL_VR_VIRTUAL TESObjectCELL * GetSaveParentCell() const
virtual void Unk_83(void)
virtual bool ShouldSaveAnimationOnSaving() const
const char * GetFormEditorID() const override
virtual bool ShouldBackgroundClone() const
constexpr float GetPositionZ() const noexcept
Definition TESObjectREFR.h:415
static constexpr auto FORMTYPE
Definition TESObjectREFR.h:116
void CreateGroupData(FORM *a_form, FORM_GROUP *a_group) override
void DoTrap(TrapData &a_data)
~TESObjectREFR() override
virtual NiPoint3 GetLookingAtLocation() const
TESFaction * GetFactionOwner()
virtual bool ShouldSaveAnimationOnUnloading() const
float GetWeightInContainer()
virtual const BSTSmartPointer< BipedAnim > & GetCurrentBiped() const
bool IsActivationBlocked() const
constexpr NiPoint3 GetPosition() const noexcept
Definition TESObjectREFR.h:412
virtual bool AddWornItem(TESBoundObject *a_item, std::int32_t a_count, bool a_forceEquip, std::uint32_t a_arg4, std::uint32_t a_arg5)
bool HasQuestObject() const
virtual bool DetachHavok(NiAVObject *a_obj3D)
static constexpr auto RTTI
Definition TESObjectREFR.h:114
bool GetDangerous() const override
bool SetDisplayName(const BSFixedString &a_name, bool a_force)
bool IsLocked() const
bool IsDisabled() const
virtual MagicTarget * GetMagicTarget()
SKYRIM_REL_VR_VIRTUAL void MoveHavok(bool a_forceRec)
virtual void ForceEditorLocation(BGSLocation *a_location)
void PostChangeAnimationManager(const BSTSmartPointer< BShkbAnimationGraph > &a_arg1, const BSTSmartPointer< BShkbAnimationGraph > &a_arg2) override
static bool LookupByHandle(RefHandle a_refHandle, NiPointer< TESObjectREFR > &a_refrOut)
void SetAltered(bool a_set) override
bool PopulateGraphNodesToTarget(BSScrapArray< NiAVObject * > &a_nodes) override
ExtraDataList extraList
Definition TESObjectREFR.h:489
std::uint16_t GetCalcLevel(bool a_adjustLevel) const
ModelReferenceEffect * ApplyArtObject(BGSArtObject *a_artObject, float a_duration=-1.0f, TESObjectREFR *a_facingRef=nullptr, bool a_faceTarget=false, bool a_attachToCamera=false, NiAVObject *a_attachNode=nullptr, bool a_interfaceEffect=false)
virtual void SetTemplateActorBase(TESActorBase *a_template)
BGSLocation * GetCurrentLocation() const
void InitChildActivates(TESObjectREFR *a_actionRef)
void SetPosition(float a_x, float a_y, float a_z)
bool SetMotionType(MotionType a_motionType, bool a_allowActivate=true)
bool MoveToNode(TESObjectREFR *a_target, const BSFixedString &a_nodeName)
SKYRIM_REL_VR_VIRTUAL Explosion * AsExplosion()
bool ActivateRef(TESObjectREFR *a_activator, uint8_t a_arg2, TESBoundObject *a_object, int32_t a_count, bool a_defaultProcessingOnly)
BSEventNotifyControl ProcessEvent(const BSAnimationGraphEvent *a_event, BSTEventSource< BSAnimationGraphEvent > *a_dispatcher) override
bool IsPointSubmergedMoreThan(const NiPoint3 &a_pos, TESObjectCELL *a_cell, float a_waterLevel) const
SKYRIM_REL_VR_VIRTUAL void SetParentCell(TESObjectCELL *a_cell)
Definition TESPackage.h:248
Definition TESTopicInfo.h:42
Definition TESWaterForm.h:83
Definition TESWorldSpace.h:118
Definition hkVector4.h:9
Definition hkpCollidable.h:13
CastingSource
Definition MagicSystem.h:23
Definition AbsorbEffect.h:6
constexpr std::array< REL::VariantID, 4 > VTABLE_TESObjectREFR
Definition Offsets_VTABLE.h:649
LOCK_LEVEL
Definition ExtraLock.h:10
FormType
Definition FormTypes.h:139
constexpr REL::VariantID RTTI_TESObjectREFR(513899, 392437, 0x1ed96b8)
ITEM_REMOVE_REASON
Definition TESObjectREFR.h:63
std::uint32_t RefHandle
Definition BSCoreTypes.h:6
BSEventNotifyControl
Definition BSTEvent.h:12
basic_zstring< char > zstring
Definition PCH.h:78
constexpr REL::Version RUNTIME_SSE_1_6_629(1, 6, 629, 0)
Definition BGSDecalGroup.h:61
BIPED_OBJECT
Definition BipedObjects.h:8
Definition BSAnimationGraphEvent.h:10
Definition BSAnimationUpdateData.h:10
Definition FORM.h:20
Definition FORM.h:6
Definition TESObjectREFR.h:83
std::uint64_t unk40
Definition TESObjectREFR.h:95
BSTSmallArray< void * > unk00
Definition TESObjectREFR.h:86
std::uint16_t flags
Definition TESObjectREFR.h:90
std::uint64_t unk38
Definition TESObjectREFR.h:94
std::uint64_t unk30
Definition TESObjectREFR.h:93
std::uint64_t unk60
Definition TESObjectREFR.h:99
float cachedRadius
Definition TESObjectREFR.h:89
std::uint32_t pad2C
Definition TESObjectREFR.h:92
NiPointer< NiAVObject > data3D
Definition TESObjectREFR.h:100
TESWaterForm * currentWaterType
Definition TESObjectREFR.h:87
float relevantWaterHeight
Definition TESObjectREFR.h:88
std::uint64_t unk50
Definition TESObjectREFR.h:97
std::int16_t underwaterCount
Definition TESObjectREFR.h:91
void * unk70
Definition TESObjectREFR.h:101
std::uint64_t unk48
Definition TESObjectREFR.h:96
std::uint64_t unk58
Definition TESObjectREFR.h:98
Definition TESObjectREFR.h:73
TESBoundObject * objectReference
Definition TESObjectREFR.h:76
NiPoint3 angle
Definition TESObjectREFR.h:77
NiPoint3 location
Definition TESObjectREFR.h:78
Definition ExtraLock.h:21
Definition TESObjectREFR.h:137
ChangeFlag
Definition TESObjectREFR.h:139
@ kCellChanged
Definition TESObjectREFR.h:142
@ kOwnershipExtra
Definition TESObjectREFR.h:145
@ kBaseObject
Definition TESObjectREFR.h:146
@ kLockExtra
Definition TESObjectREFR.h:149
@ kHavokMoved
Definition TESObjectREFR.h:141
@ kLeveledInventory
Definition TESObjectREFR.h:155
@ kOpenDefaultState
Definition TESObjectREFR.h:151
@ kEncZoneExtra
Definition TESObjectREFR.h:157
@ kInventory
Definition TESObjectREFR.h:144
@ kAmmoExtra
Definition TESObjectREFR.h:148
@ kActivatingChildren
Definition TESObjectREFR.h:154
@ kPromoted
Definition TESObjectREFR.h:153
@ kEmpty
Definition TESObjectREFR.h:150
@ kScale
Definition TESObjectREFR.h:143
@ kItemExtraData
Definition TESObjectREFR.h:147
@ kAnimation
Definition TESObjectREFR.h:156
@ kOpenState
Definition TESObjectREFR.h:152
@ kMoved
Definition TESObjectREFR.h:140
@ kCreatedOnlyExtra
Definition TESObjectREFR.h:158
@ kGameOnlyExtra
Definition TESObjectREFR.h:159
Definition TESObjectREFR.h:464
Definition TESObjectREFR.h:164
RecordFlag
Definition TESObjectREFR.h:166
@ kInitiallyDisabled
Definition TESObjectREFR.h:181
@ kLODRespectsEnableState
Definition TESObjectREFR.h:175
@ kGround
Definition TESObjectREFR.h:202
@ kIgnoreFriendlyHits
Definition TESObjectREFR.h:193
@ kReflectedByAutoWater
Definition TESObjectREFR.h:198
@ kTurnOffFire
Definition TESObjectREFR.h:172
@ kCollisionGeometry_BoundingBox
Definition TESObjectREFR.h:197
@ kPersistent
Definition TESObjectREFR.h:180
@ kNoAIAcquire
Definition TESObjectREFR.h:195
@ kStartUnconscious
Definition TESObjectREFR.h:184
@ kStartsDead
Definition TESObjectREFR.h:176
@ kMotionBlur
Definition TESObjectREFR.h:179
@ kHiddenFromLocalMap
Definition TESObjectREFR.h:171
@ kIgnored
Definition TESObjectREFR.h:182
@ kIsFullLOD
Definition TESObjectREFR.h:188
@ kInaccessible
Definition TESObjectREFR.h:174
@ kCollisionsDisabled
Definition TESObjectREFR.h:168
@ kDeleted
Definition TESObjectREFR.h:170
@ kDontHavokSettle
Definition TESObjectREFR.h:200
@ kIsGroundPiece
Definition TESObjectREFR.h:167
@ kNeverFades
Definition TESObjectREFR.h:189
@ kSkyMarker
Definition TESObjectREFR.h:185
@ kDoesntLightLandscape
Definition TESObjectREFR.h:191
@ kRespawns
Definition TESObjectREFR.h:203
@ kMultibound
Definition TESObjectREFR.h:205
@ kCollisionGeometry_Filter
Definition TESObjectREFR.h:196
@ kHarvested
Definition TESObjectREFR.h:186
@ kDoesntLightWater
Definition TESObjectREFR.h:177