#include <AIProcess.h>
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void | ClearActionHeadtrackTarget (bool a_defaultHold) |
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void | ClearMuzzleFlashes () |
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float | GetCachedHeight () const |
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bhkCharacterController * | GetCharController () |
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ActorHandle | GetCommandingActor () const |
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TESShout * | GetCurrentShout () |
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TESForm * | GetEquippedLeftHand () |
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TESForm * | GetEquippedRightHand () |
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ObjectRefHandle | GetHeadtrackTarget () const |
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bool | GetIsSummonedCreature () const noexcept |
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NiAVObject * | GetMagicNode (const BSTSmartPointer< BipedAnim > &a_biped) const |
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ObjectRefHandle | GetOccupiedFurniture () const |
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float | GetRegenDelay (ActorValue a_actorvalue) const |
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TESPackage * | GetRunningPackage () const |
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Actor * | GetUserData () const |
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float | GetVoiceRecoveryTime () const |
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NiAVObject * | GetWeaponNode (const BSTSmartPointer< BipedAnim > &a_biped) const |
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bool | InHighProcess () const |
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bool | InMiddleHighProcess () const |
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bool | InMiddleLowProcess () const |
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bool | InLowProcess () const |
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bool | IsArrested () const |
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bool | IsGhost () const |
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void | KnockExplosion (Actor *a_actor, const NiPoint3 &a_location, float a_magnitude) |
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bool | PlayIdle (Actor *a_actor, TESIdleForm *a_idle, TESObjectREFR *a_target) |
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void | SetActorsDetectionEvent (Actor *a_actor, const NiPoint3 &a_location, std::int32_t a_soundLevel, TESObjectREFR *a_ref) |
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void | SetArrested (bool a_arrested) |
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void | SetCachedHeight (float a_height) |
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void | SetHeadtrackTarget (Actor *a_owner, NiPoint3 &a_targetPosition) |
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void | Set3DUpdateFlag (RESET_3D_FLAGS a_flags) |
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bool | SetupSpecialIdle (Actor *a_actor, DEFAULT_OBJECT a_action, TESIdleForm *a_idle, bool a_arg5, bool a_arg6, TESObjectREFR *a_target) |
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void | StopCurrentIdle (Actor *a_actor, bool a_forceIdleStop) |
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void | Update3DModel (Actor *a_actor) |
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void | UpdateRegenDelay (ActorValue a_actorValue, float a_regenDelay) |
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◆ Hand
◆ LowProcessFlags
Enumerator |
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kNone | |
kTargetActivated | |
kCurrentActionComplete | |
kAlert | |
kFollower | |
kPackageDoneOnce | |
kPackageIdleDone | |
◆ ClearActionHeadtrackTarget()
void RE::AIProcess::ClearActionHeadtrackTarget |
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bool |
a_defaultHold | ) |
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◆ ClearMuzzleFlashes()
void RE::AIProcess::ClearMuzzleFlashes |
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◆ GetCachedHeight()
float RE::AIProcess::GetCachedHeight |
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const |
◆ GetCharController()
◆ GetCommandingActor()
ActorHandle RE::AIProcess::GetCommandingActor |
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const |
◆ GetCurrentShout()
TESShout* RE::AIProcess::GetCurrentShout |
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◆ GetEquippedLeftHand()
TESForm* RE::AIProcess::GetEquippedLeftHand |
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◆ GetEquippedRightHand()
TESForm* RE::AIProcess::GetEquippedRightHand |
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◆ GetHeadtrackTarget()
◆ GetIsSummonedCreature()
bool RE::AIProcess::GetIsSummonedCreature |
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const |
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noexcept |
◆ GetMagicNode()
◆ GetOccupiedFurniture()
◆ GetRegenDelay()
float RE::AIProcess::GetRegenDelay |
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ActorValue |
a_actorvalue | ) |
const |
◆ GetRunningPackage()
TESPackage* RE::AIProcess::GetRunningPackage |
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const |
◆ GetUserData()
Actor* RE::AIProcess::GetUserData |
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const |
◆ GetVoiceRecoveryTime()
float RE::AIProcess::GetVoiceRecoveryTime |
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const |
◆ GetWeaponNode()
◆ InHighProcess()
bool RE::AIProcess::InHighProcess |
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const |
◆ InLowProcess()
bool RE::AIProcess::InLowProcess |
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const |
◆ InMiddleHighProcess()
bool RE::AIProcess::InMiddleHighProcess |
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const |
◆ InMiddleLowProcess()
bool RE::AIProcess::InMiddleLowProcess |
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const |
◆ IsArrested()
bool RE::AIProcess::IsArrested |
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const |
◆ IsGhost()
bool RE::AIProcess::IsGhost |
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const |
◆ KnockExplosion()
void RE::AIProcess::KnockExplosion |
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Actor * |
a_actor, |
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const NiPoint3 & |
a_location, |
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float |
a_magnitude |
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) |
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◆ PlayIdle()
◆ Set3DUpdateFlag()
◆ SetActorsDetectionEvent()
void RE::AIProcess::SetActorsDetectionEvent |
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Actor * |
a_actor, |
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const NiPoint3 & |
a_location, |
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std::int32_t |
a_soundLevel, |
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TESObjectREFR * |
a_ref |
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) |
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◆ SetArrested()
void RE::AIProcess::SetArrested |
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bool |
a_arrested | ) |
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◆ SetCachedHeight()
void RE::AIProcess::SetCachedHeight |
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float |
a_height | ) |
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◆ SetHeadtrackTarget()
void RE::AIProcess::SetHeadtrackTarget |
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Actor * |
a_owner, |
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NiPoint3 & |
a_targetPosition |
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) |
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◆ SetupSpecialIdle()
◆ StopCurrentIdle()
void RE::AIProcess::StopCurrentIdle |
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Actor * |
a_actor, |
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bool |
a_forceIdleStop |
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) |
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◆ Update3DModel()
void RE::AIProcess::Update3DModel |
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Actor * |
a_actor | ) |
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◆ Update3DModel_Impl()
void RE::AIProcess::Update3DModel_Impl |
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Actor * |
a_actor | ) |
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protected |
◆ UpdateRegenDelay()
void RE::AIProcess::UpdateRegenDelay |
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ActorValue |
a_actorValue, |
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float |
a_regenDelay |
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) |
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◆ acquireObject
◆ cachedValues
◆ currentPackage
◆ deathTime
float RE::AIProcess::deathTime |
◆ endAlarmOnActor
bool RE::AIProcess::endAlarmOnActor |
◆ equippedForms
◆ equippedObjects
TESForm* RE::AIProcess::equippedObjects[Hand::kTotal] |
◆ escortingPlayer
bool RE::AIProcess::escortingPlayer |
◆ essentialDownTimer
float RE::AIProcess::essentialDownTimer |
◆ followTarget
◆ genericLocations
◆ high
◆ ignoringCombat
bool RE::AIProcess::ignoringCombat |
◆ lowProcessFlags
◆ middleHigh
◆ middleLow
◆ numberItemsActivate
std::int32_t RE::AIProcess::numberItemsActivate |
◆ objects
◆ pad05C
std::uint32_t RE::AIProcess::pad05C |
◆ pad09C
std::uint32_t RE::AIProcess::pad09C |
◆ pad13C
std::uint32_t RE::AIProcess::pad13C |
◆ processLevel
◆ savedAcquireObject
◆ skippedTimeStampForPathing
bool RE::AIProcess::skippedTimeStampForPathing |
◆ target
◆ trackedDamage
float RE::AIProcess::trackedDamage |
◆ unk048
float RE::AIProcess::unk048 |
◆ unk04C
std::uint32_t RE::AIProcess::unk04C |
◆ unk0B8
◆ unk100
std::uint64_t RE::AIProcess::unk100 |
◆ unk108
std::uint64_t RE::AIProcess::unk108 |
◆ unk118
std::uint64_t RE::AIProcess::unk118 |
◆ unk120
std::uint64_t RE::AIProcess::unk120 |
◆ unk128
std::uint64_t RE::AIProcess::unk128 |
◆ unk130
std::uint32_t RE::AIProcess::unk130 |
◆ unk134
std::uint16_t RE::AIProcess::unk134 |
The documentation for this class was generated from the following file: