CommonLibSSE NG
RE::ActiveEffect Class Reference

#include <ActiveEffect.h>

Inheritance diagram for RE::ActiveEffect:
RE::BoundItemEffect RE::CloakEffect RE::CommandEffect RE::CommandSummonedEffect RE::ConcussionEffect RE::CureEffect RE::DetectLifeEffect RE::DisguiseEffect RE::DispelEffect RE::EtherealizationEffect RE::GuideEffect RE::LightEffect RE::LockEffect RE::OpenEffect RE::ScriptEffect RE::SoulTrapEffect RE::SpawnHazardEffect RE::StaggerEffect RE::SummonCreatureEffect RE::TelekinesisEffect RE::ValueModifierEffect RE::VampireLordEffect RE::WerewolfEffect RE::WerewolfFeedEffect

Classes

class  ForEachHitEffectVisitor
 

Public Types

enum class  Flag {
  kHasConditions = 1 << 7 , kEnchanting = 1 << 8 , kRecovers = 1 << 9 , kDual = 1 << 12 ,
  kInactive = 1 << 15 , kDispelled = 1 << 18
}
 
enum class  ConditionStatus
 

Public Member Functions

virtual void AdjustForPerks (Actor *a_caster, MagicTarget *a_target)
 
virtual void OnAdd (MagicTarget *a_target)
 
virtual void OnRemove ()
 
virtual TESObjectREFRGetVisualsTarget ()
 
virtual void Update (float a_delta)
 
virtual void EvaluateConditions (float a_delta, bool a_forceUpdate)
 
virtual bool IsCausingHealthDamage ()
 
virtual void SetLocation (const NiPoint3 &a_location)
 
virtual void SaveGame (BGSSaveFormBuffer *a_buf)
 
virtual void LoadGame (BGSLoadFormBuffer *a_buf)
 
virtual void FinishLoadGame (BGSLoadFormBuffer *a_buf)
 
virtual void Revert (BGSLoadFormBuffer *a_buf)
 
virtual std::int32_t Compare (ActiveEffect *a_otherEffect)
 
virtual void HandleEvent (const BSFixedString &a_eventName)
 
virtual void SwitchAttachedRoot (NiNode *a_root, NiNode *a_attachRoot)
 
virtual void HandleQueuedStart ()
 
virtual bool ShouldDispelOnDeath () const
 
virtual bool GetAllowMultipleCastingSourceStacking ()
 
virtual void ClearTargetImpl ()
 
virtual ~ActiveEffect ()
 
virtual void Start ()
 
virtual void Finish ()
 
virtual bool CanFinish ()
 
virtual bool CheckCustomSkillUseConditions () const
 
virtual float GetCustomSkillUseMagnitudeMultiplier (float a_mult) const
 
void Dispel (bool a_force)
 
EffectSettingGetBaseObject () noexcept
 
const EffectSettingGetBaseObject () const noexcept
 
NiPointer< ActorGetCasterActor () const
 
float GetMagnitude () const
 
ActorGetTargetActor ()
 
const ActorGetTargetActor () const
 

Public Attributes

ActiveEffectReferenceEffectController hitEffectController
 
BSSoundHandle persistentSound
 
ActorHandle caster
 
NiPointer< NiNodesourceNode
 
MagicItemspell
 
Effecteffect
 
MagicTargettarget
 
TESBoundObjectsource
 
BSSimpleList< ReferenceEffect * > * hitEffects
 
MagicItemdisplacementSpell
 
float elapsedSeconds
 
float duration
 
float magnitude
 
stl::enumeration< Flag, std::uint32_t > flags
 
stl::enumeration< ConditionStatus, std::uint32_t > conditionStatus
 
std::uint16_t usUniqueID
 
std::uint16_t pad86
 
MagicSystem::CastingSource castingSource
 
std::uint32_t pad8C
 

Static Public Attributes

static constexpr auto RTTI = RTTI_ActiveEffect
 
static constexpr auto VTABLE = VTABLE_ActiveEffect
 
static constexpr auto VMTYPEID = static_cast<VMTypeID>(142)
 

Member Enumeration Documentation

◆ ConditionStatus

◆ Flag

Enumerator
kHasConditions 
kEnchanting 
kRecovers 
kDual 
kInactive 
kDispelled 

Constructor & Destructor Documentation

◆ ~ActiveEffect()

virtual RE::ActiveEffect::~ActiveEffect ( )
virtual

Member Function Documentation

◆ AdjustForPerks()

virtual void RE::ActiveEffect::AdjustForPerks ( Actor a_caster,
MagicTarget a_target 
)
virtual

◆ CanFinish()

virtual bool RE::ActiveEffect::CanFinish ( )
virtual

Reimplemented in RE::BoundItemEffect.

◆ CheckCustomSkillUseConditions()

virtual bool RE::ActiveEffect::CheckCustomSkillUseConditions ( ) const
virtual

◆ ClearTargetImpl()

◆ Compare()

virtual std::int32_t RE::ActiveEffect::Compare ( ActiveEffect a_otherEffect)
virtual

Reimplemented in RE::PeakValueModifierEffect.

◆ Dispel()

void RE::ActiveEffect::Dispel ( bool  a_force)

◆ EvaluateConditions()

virtual void RE::ActiveEffect::EvaluateConditions ( float  a_delta,
bool  a_forceUpdate 
)
virtual

◆ Finish()

◆ FinishLoadGame()

◆ GetAllowMultipleCastingSourceStacking()

virtual bool RE::ActiveEffect::GetAllowMultipleCastingSourceStacking ( )
virtual

◆ GetBaseObject() [1/2]

const EffectSetting* RE::ActiveEffect::GetBaseObject ( ) const
noexcept

◆ GetBaseObject() [2/2]

EffectSetting* RE::ActiveEffect::GetBaseObject ( )
noexcept

◆ GetCasterActor()

NiPointer<Actor> RE::ActiveEffect::GetCasterActor ( ) const

◆ GetCustomSkillUseMagnitudeMultiplier()

virtual float RE::ActiveEffect::GetCustomSkillUseMagnitudeMultiplier ( float  a_mult) const
virtual

Reimplemented in RE::ValueModifierEffect.

◆ GetMagnitude()

float RE::ActiveEffect::GetMagnitude ( ) const

◆ GetTargetActor() [1/2]

Actor* RE::ActiveEffect::GetTargetActor ( )

◆ GetTargetActor() [2/2]

const Actor* RE::ActiveEffect::GetTargetActor ( ) const

◆ GetVisualsTarget()

virtual TESObjectREFR* RE::ActiveEffect::GetVisualsTarget ( )
virtual

Reimplemented in RE::CommandEffect.

◆ HandleEvent()

virtual void RE::ActiveEffect::HandleEvent ( const BSFixedString a_eventName)
virtual

Reimplemented in RE::SummonCreatureEffect.

◆ HandleQueuedStart()

virtual void RE::ActiveEffect::HandleQueuedStart ( )
virtual

Reimplemented in RE::SpawnHazardEffect.

◆ IsCausingHealthDamage()

virtual bool RE::ActiveEffect::IsCausingHealthDamage ( )
virtual

◆ LoadGame()

◆ OnAdd()

virtual void RE::ActiveEffect::OnAdd ( MagicTarget a_target)
virtual

◆ OnRemove()

virtual void RE::ActiveEffect::OnRemove ( )
virtual

Reimplemented in RE::PeakValueModifierEffect.

◆ Revert()

virtual void RE::ActiveEffect::Revert ( BGSLoadFormBuffer a_buf)
virtual

◆ SaveGame()

◆ SetLocation()

virtual void RE::ActiveEffect::SetLocation ( const NiPoint3 a_location)
virtual

Reimplemented in RE::SummonCreatureEffect.

◆ ShouldDispelOnDeath()

virtual bool RE::ActiveEffect::ShouldDispelOnDeath ( ) const
virtual

Reimplemented in RE::ReanimateEffect, and RE::DetectLifeEffect.

◆ Start()

◆ SwitchAttachedRoot()

virtual void RE::ActiveEffect::SwitchAttachedRoot ( NiNode a_root,
NiNode a_attachRoot 
)
virtual

Reimplemented in RE::LightEffect.

◆ Update()

Member Data Documentation

◆ caster

ActorHandle RE::ActiveEffect::caster

◆ castingSource

MagicSystem::CastingSource RE::ActiveEffect::castingSource

◆ conditionStatus

stl::enumeration<ConditionStatus, std::uint32_t> RE::ActiveEffect::conditionStatus

◆ displacementSpell

MagicItem* RE::ActiveEffect::displacementSpell

◆ duration

float RE::ActiveEffect::duration

◆ effect

Effect* RE::ActiveEffect::effect

◆ elapsedSeconds

float RE::ActiveEffect::elapsedSeconds

◆ flags

stl::enumeration<Flag, std::uint32_t> RE::ActiveEffect::flags

◆ hitEffectController

ActiveEffectReferenceEffectController RE::ActiveEffect::hitEffectController

◆ hitEffects

BSSimpleList<ReferenceEffect*>* RE::ActiveEffect::hitEffects

◆ magnitude

float RE::ActiveEffect::magnitude

◆ pad86

std::uint16_t RE::ActiveEffect::pad86

◆ pad8C

std::uint32_t RE::ActiveEffect::pad8C

◆ persistentSound

BSSoundHandle RE::ActiveEffect::persistentSound

◆ RTTI

constexpr auto RE::ActiveEffect::RTTI = RTTI_ActiveEffect
inlinestaticconstexpr

◆ source

TESBoundObject* RE::ActiveEffect::source

◆ sourceNode

NiPointer<NiNode> RE::ActiveEffect::sourceNode

◆ spell

MagicItem* RE::ActiveEffect::spell

◆ target

MagicTarget* RE::ActiveEffect::target

◆ usUniqueID

std::uint16_t RE::ActiveEffect::usUniqueID

◆ VMTYPEID

constexpr auto RE::ActiveEffect::VMTYPEID = static_cast<VMTypeID>(142)
inlinestaticconstexpr

◆ VTABLE

constexpr auto RE::ActiveEffect::VTABLE = VTABLE_ActiveEffect
inlinestaticconstexpr

The documentation for this class was generated from the following file: