CommonLibSSE NG
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TaskQueueInterface.h
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1#pragma once
2
4
5namespace RE
6{
7 class NiAVObject;
8 class NiNode;
9 class NiPoint3;
10 class SpellItem;
11 class TESObjectREFR;
12 class TESWeather;
13
15 {
16 public:
18
19 static bool ShouldUseTaskQueue();
20
21 void QueueNodeAttach(NiAVObject* a_obj, NiNode* a_root, bool a_arg3 = true, bool a_arg4 = false); // 04
22 void QueueNodeDetach(NiAVObject* a_obj); // 05
23 void QueueUpdateDestructibleObject(TESObjectREFR* a_refr, float a_damage, bool a_arg3, TESObjectREFR* a_cause); // 09
24 void QueueAddRipple(float a_scale, const NiPoint3& a_pos); // 45
25 void QueueForceWeather(TESWeather* a_weather, bool a_forceOverride); // 64
26 void QueueActorDisarm(ActorHandle& a_target, ActorHandle& a_caster); // 91
27 void QueueRemoveSpell(ActorHandle& a_actor, SpellItem* a_spellItem); // 93
28 };
29 //static_assert(sizeof(TaskQueueInterface) == 0x);
30}
Definition NiAVObject.h:50
Definition NiNode.h:12
Definition NiPoint3.h:6
Definition SpellItem.h:16
Definition TESObjectREFR.h:112
Definition TESWeather.h:17
Definition TaskQueueInterface.h:15
void QueueUpdateDestructibleObject(TESObjectREFR *a_refr, float a_damage, bool a_arg3, TESObjectREFR *a_cause)
static bool ShouldUseTaskQueue()
void QueueForceWeather(TESWeather *a_weather, bool a_forceOverride)
void QueueAddRipple(float a_scale, const NiPoint3 &a_pos)
void QueueNodeDetach(NiAVObject *a_obj)
void QueueActorDisarm(ActorHandle &a_target, ActorHandle &a_caster)
static TaskQueueInterface * GetSingleton()
void QueueNodeAttach(NiAVObject *a_obj, NiNode *a_root, bool a_arg3=true, bool a_arg4=false)
void QueueRemoveSpell(ActorHandle &a_actor, SpellItem *a_spellItem)
Definition AbsorbEffect.h:6