#include <AIProcess.h>
|
| void | ClearActionHeadtrackTarget (bool a_defaultHold) |
| |
| void | ClearMuzzleFlashes () |
| |
| float | GetCachedHeight () const |
| |
| bhkCharacterController * | GetCharController () |
| |
| ActorHandle | GetCommandingActor () const |
| |
| TESShout * | GetCurrentShout () |
| |
| TESForm * | GetEquippedLeftHand () |
| |
| TESForm * | GetEquippedRightHand () |
| |
| ObjectRefHandle | GetHeadtrackTarget () const |
| |
| bool | GetIsSummonedCreature () const noexcept |
| |
| NiAVObject * | GetMagicNode (const BSTSmartPointer< BipedAnim > &a_biped) const |
| |
| ObjectRefHandle | GetOccupiedFurniture () const |
| |
| TESPackage * | GetRunningPackage () const |
| |
| Actor * | GetUserData () const |
| |
| float | GetVoiceRecoveryTime () const |
| |
| NiAVObject * | GetWeaponNode (const BSTSmartPointer< BipedAnim > &a_biped) const |
| |
| bool | InHighProcess () const |
| |
| bool | InMiddleHighProcess () const |
| |
| bool | InMiddleLowProcess () const |
| |
| bool | InLowProcess () const |
| |
| bool | IsArrested () const |
| |
| bool | IsGhost () const |
| |
| void | KnockExplosion (Actor *a_actor, const NiPoint3 &a_location, float a_magnitude) |
| |
| bool | PlayIdle (Actor *a_actor, TESIdleForm *a_idle, TESObjectREFR *a_target) |
| |
| void | SetActorsDetectionEvent (Actor *a_actor, const NiPoint3 &a_location, std::int32_t a_soundLevel, TESObjectREFR *a_ref) |
| |
| void | SetArrested (bool a_arrested) |
| |
| void | SetCachedHeight (float a_height) |
| |
| void | SetHeadtrackTarget (Actor *a_owner, NiPoint3 &a_targetPosition) |
| |
| void | Set3DUpdateFlag (RESET_3D_FLAGS a_flags) |
| |
| bool | SetupSpecialIdle (Actor *a_actor, DEFAULT_OBJECT a_action, TESIdleForm *a_idle, bool a_arg5, bool a_arg6, TESObjectREFR *a_target) |
| |
| void | StopCurrentIdle (Actor *a_actor, bool a_forceIdleStop) |
| |
| void | Update3DModel (Actor *a_actor) |
| |
◆ Hand
◆ LowProcessFlags
| Enumerator |
|---|
| kNone | |
| kTargetActivated | |
| kCurrentActionComplete | |
| kAlert | |
| kFollower | |
| kPackageDoneOnce | |
| kPackageIdleDone | |
◆ ClearActionHeadtrackTarget()
| void RE::AIProcess::ClearActionHeadtrackTarget |
( |
bool |
a_defaultHold | ) |
|
◆ ClearMuzzleFlashes()
| void RE::AIProcess::ClearMuzzleFlashes |
( |
| ) |
|
◆ GetCachedHeight()
| float RE::AIProcess::GetCachedHeight |
( |
| ) |
const |
◆ GetCharController()
◆ GetCommandingActor()
| ActorHandle RE::AIProcess::GetCommandingActor |
( |
| ) |
const |
◆ GetCurrentShout()
| TESShout * RE::AIProcess::GetCurrentShout |
( |
| ) |
|
◆ GetEquippedLeftHand()
| TESForm * RE::AIProcess::GetEquippedLeftHand |
( |
| ) |
|
◆ GetEquippedRightHand()
| TESForm * RE::AIProcess::GetEquippedRightHand |
( |
| ) |
|
◆ GetHeadtrackTarget()
◆ GetIsSummonedCreature()
| bool RE::AIProcess::GetIsSummonedCreature |
( |
| ) |
const |
|
noexcept |
◆ GetMagicNode()
◆ GetOccupiedFurniture()
◆ GetRunningPackage()
| TESPackage * RE::AIProcess::GetRunningPackage |
( |
| ) |
const |
◆ GetUserData()
| Actor * RE::AIProcess::GetUserData |
( |
| ) |
const |
◆ GetVoiceRecoveryTime()
| float RE::AIProcess::GetVoiceRecoveryTime |
( |
| ) |
const |
◆ GetWeaponNode()
◆ InHighProcess()
| bool RE::AIProcess::InHighProcess |
( |
| ) |
const |
◆ InLowProcess()
| bool RE::AIProcess::InLowProcess |
( |
| ) |
const |
◆ InMiddleHighProcess()
| bool RE::AIProcess::InMiddleHighProcess |
( |
| ) |
const |
◆ InMiddleLowProcess()
| bool RE::AIProcess::InMiddleLowProcess |
( |
| ) |
const |
◆ IsArrested()
| bool RE::AIProcess::IsArrested |
( |
| ) |
const |
◆ IsGhost()
| bool RE::AIProcess::IsGhost |
( |
| ) |
const |
◆ KnockExplosion()
| void RE::AIProcess::KnockExplosion |
( |
Actor * |
a_actor, |
|
|
const NiPoint3 & |
a_location, |
|
|
float |
a_magnitude |
|
) |
| |
◆ PlayIdle()
◆ Set3DUpdateFlag()
◆ SetActorsDetectionEvent()
| void RE::AIProcess::SetActorsDetectionEvent |
( |
Actor * |
a_actor, |
|
|
const NiPoint3 & |
a_location, |
|
|
std::int32_t |
a_soundLevel, |
|
|
TESObjectREFR * |
a_ref |
|
) |
| |
◆ SetArrested()
| void RE::AIProcess::SetArrested |
( |
bool |
a_arrested | ) |
|
◆ SetCachedHeight()
| void RE::AIProcess::SetCachedHeight |
( |
float |
a_height | ) |
|
◆ SetHeadtrackTarget()
| void RE::AIProcess::SetHeadtrackTarget |
( |
Actor * |
a_owner, |
|
|
NiPoint3 & |
a_targetPosition |
|
) |
| |
◆ SetupSpecialIdle()
◆ StopCurrentIdle()
| void RE::AIProcess::StopCurrentIdle |
( |
Actor * |
a_actor, |
|
|
bool |
a_forceIdleStop |
|
) |
| |
◆ Update3DModel()
| void RE::AIProcess::Update3DModel |
( |
Actor * |
a_actor | ) |
|
◆ Update3DModel_Impl()
| void RE::AIProcess::Update3DModel_Impl |
( |
Actor * |
a_actor | ) |
|
|
protected |
◆ acquireObject
◆ cachedValues
◆ currentPackage
◆ deathTime
| float RE::AIProcess::deathTime |
◆ endAlarmOnActor
| bool RE::AIProcess::endAlarmOnActor |
◆ equippedObjects
| TESForm* RE::AIProcess::equippedObjects[Hand::kTotal] |
◆ escortingPlayer
| bool RE::AIProcess::escortingPlayer |
◆ essentialDownTimer
| float RE::AIProcess::essentialDownTimer |
◆ followTarget
◆ forms
◆ 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: