CommonLibSSE NG
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RE::AIProcess Class Reference

#include <AIProcess.h>

Classes

struct  Data0B8
 
struct  Hands
 

Public Types

enum class  LowProcessFlags : std::uint8_t {
  kNone = 0 , kTargetActivated = 1 << 0 , kCurrentActionComplete = 1 << 1 , kAlert = 1 << 3 ,
  kFollower = 1 << 4 , kPackageDoneOnce = 1 << 5 , kPackageIdleDone = 1 << 6
}
 
using Hand = Hands::Hand
 

Public Member Functions

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)
 

Public Attributes

MiddleLowProcessData * middleLow
 
MiddleHighProcessData * middleHigh
 
HighProcessData * high
 
ActorPackage currentPackage
 
float unk048
 
std::uint32_t unk04C
 
CachedValues * cachedValues
 
std::int32_t numberItemsActivate
 
std::uint32_t pad05C
 
BSSimpleList< ObjectstoAcquire * > objects
 
BSSimpleList< TESObjectREFR * > genericLocations
 
ObjectstoAcquire * acquireObject
 
ObjectstoAcquire * savedAcquireObject
 
float essentialDownTimer
 
float deathTime
 
float trackedDamage
 
std::uint32_t pad09C
 
BSTArray< TESForm * > forms
 
Data0B8 unk0B8
 
TESForm * equippedObjects [Hand::kTotal]
 
std::uint64_t unk100
 
std::uint64_t unk108
 
RefHandle followTarget
 
RefHandle target
 
std::uint64_t unk118
 
std::uint64_t unk120
 
std::uint64_t unk128
 
std::uint32_t unk130
 
std::uint16_t unk134
 
stl::enumeration< LowProcessFlags, std::uint8_t > lowProcessFlags
 
stl::enumeration< PROCESS_TYPE, std::uint8_t > processLevel
 
bool skippedTimeStampForPathing
 
bool ignoringCombat
 
bool endAlarmOnActor
 
bool escortingPlayer
 
std::uint32_t pad13C
 

Protected Member Functions

void Update3DModel_Impl (Actor *a_actor)
 

Member Typedef Documentation

◆ Hand

Member Enumeration Documentation

◆ LowProcessFlags

enum class RE::AIProcess::LowProcessFlags : std::uint8_t
strong
Enumerator
kNone 
kTargetActivated 
kCurrentActionComplete 
kAlert 
kFollower 
kPackageDoneOnce 
kPackageIdleDone 

Member Function Documentation

◆ ClearActionHeadtrackTarget()

void RE::AIProcess::ClearActionHeadtrackTarget ( bool  a_defaultHold)

◆ ClearMuzzleFlashes()

void RE::AIProcess::ClearMuzzleFlashes ( )

◆ GetCachedHeight()

float RE::AIProcess::GetCachedHeight ( ) const

◆ GetCharController()

bhkCharacterController * RE::AIProcess::GetCharController ( )

◆ GetCommandingActor()

ActorHandle RE::AIProcess::GetCommandingActor ( ) const

◆ GetCurrentShout()

TESShout * RE::AIProcess::GetCurrentShout ( )

◆ GetEquippedLeftHand()

TESForm * RE::AIProcess::GetEquippedLeftHand ( )

◆ GetEquippedRightHand()

TESForm * RE::AIProcess::GetEquippedRightHand ( )

◆ GetHeadtrackTarget()

ObjectRefHandle RE::AIProcess::GetHeadtrackTarget ( ) const

◆ GetIsSummonedCreature()

bool RE::AIProcess::GetIsSummonedCreature ( ) const
noexcept

◆ GetMagicNode()

NiAVObject * RE::AIProcess::GetMagicNode ( const BSTSmartPointer< BipedAnim > &  a_biped) const

◆ GetOccupiedFurniture()

ObjectRefHandle RE::AIProcess::GetOccupiedFurniture ( ) const

◆ GetRunningPackage()

TESPackage * RE::AIProcess::GetRunningPackage ( ) const

◆ GetUserData()

Actor * RE::AIProcess::GetUserData ( ) const

◆ GetVoiceRecoveryTime()

float RE::AIProcess::GetVoiceRecoveryTime ( ) const

◆ GetWeaponNode()

NiAVObject * RE::AIProcess::GetWeaponNode ( const BSTSmartPointer< BipedAnim > &  a_biped) const

◆ 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()

bool RE::AIProcess::PlayIdle ( Actor *  a_actor,
TESIdleForm *  a_idle,
TESObjectREFR *  a_target 
)

◆ Set3DUpdateFlag()

void RE::AIProcess::Set3DUpdateFlag ( RESET_3D_FLAGS  a_flags)

◆ 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()

bool RE::AIProcess::SetupSpecialIdle ( Actor *  a_actor,
DEFAULT_OBJECT  a_action,
TESIdleForm *  a_idle,
bool  a_arg5,
bool  a_arg6,
TESObjectREFR *  a_target 
)

◆ 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

Member Data Documentation

◆ acquireObject

ObjectstoAcquire* RE::AIProcess::acquireObject

◆ cachedValues

CachedValues* RE::AIProcess::cachedValues

◆ currentPackage

ActorPackage RE::AIProcess::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

RefHandle RE::AIProcess::followTarget

◆ forms

BSTArray<TESForm*> RE::AIProcess::forms

◆ genericLocations

BSSimpleList<TESObjectREFR*> RE::AIProcess::genericLocations

◆ high

HighProcessData* RE::AIProcess::high

◆ ignoringCombat

bool RE::AIProcess::ignoringCombat

◆ lowProcessFlags

stl::enumeration<LowProcessFlags, std::uint8_t> RE::AIProcess::lowProcessFlags

◆ middleHigh

MiddleHighProcessData* RE::AIProcess::middleHigh

◆ middleLow

MiddleLowProcessData* RE::AIProcess::middleLow

◆ numberItemsActivate

std::int32_t RE::AIProcess::numberItemsActivate

◆ objects

BSSimpleList<ObjectstoAcquire*> RE::AIProcess::objects

◆ pad05C

std::uint32_t RE::AIProcess::pad05C

◆ pad09C

std::uint32_t RE::AIProcess::pad09C

◆ pad13C

std::uint32_t RE::AIProcess::pad13C

◆ processLevel

stl::enumeration<PROCESS_TYPE, std::uint8_t> RE::AIProcess::processLevel

◆ savedAcquireObject

ObjectstoAcquire* RE::AIProcess::savedAcquireObject

◆ skippedTimeStampForPathing

bool RE::AIProcess::skippedTimeStampForPathing

◆ target

RefHandle RE::AIProcess::target

◆ trackedDamage

float RE::AIProcess::trackedDamage

◆ unk048

float RE::AIProcess::unk048

◆ unk04C

std::uint32_t RE::AIProcess::unk04C

◆ unk0B8

Data0B8 RE::AIProcess::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: