#include <BGSImpactManager.h>
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BSEventNotifyControl | ProcessEvent (const BGSFootstepEvent *a_event, BSTEventSource< BGSFootstepEvent > *a_eventSource) override |
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BSEventNotifyControl | ProcessEvent (const BGSCombatImpactEvent *a_event, BSTEventSource< BGSCombatImpactEvent > *a_eventSource) override |
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BSEventNotifyControl | ProcessEvent (const BGSCollisionSoundEvent *a_event, BSTEventSource< BGSCollisionSoundEvent > *a_eventSource) override |
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bool | PlayImpactEffect (TESObjectREFR *a_ref, BGSImpactDataSet *a_impactEffect, const BSFixedString &a_nodeName, NiPoint3 &a_pickDirection, float a_pickLength, bool a_applyNodeRotation, bool a_useNodeLocalRotation) |
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bool | PlayImpactDataSounds (ImpactSoundData &a_impactSoundData) |
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virtual | ~BSTEventSink ()=default |
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virtual BSEventNotifyControl | ProcessEvent (const BGSFootstepEvent *a_event, BSTEventSource< BGSFootstepEvent > *a_eventSource)=0 |
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virtual | ~BSTEventSink ()=default |
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virtual BSEventNotifyControl | ProcessEvent (const BGSCombatImpactEvent *a_event, BSTEventSource< BGSCombatImpactEvent > *a_eventSource)=0 |
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virtual | ~BSTEventSink ()=default |
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virtual BSEventNotifyControl | ProcessEvent (const BGSCollisionSoundEvent *a_event, BSTEventSource< BGSCollisionSoundEvent > *a_eventSource)=0 |
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using | Type = typename Traits::Type |
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using | Allocator = typename Traits::Allocator |
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◆ GetSingleton()
◆ PlayImpactDataSounds()
bool RE::BGSImpactManager::PlayImpactDataSounds |
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ImpactSoundData & |
a_impactSoundData | ) |
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inline |
◆ PlayImpactEffect()
◆ ProcessEvent() [1/3]
◆ ProcessEvent() [2/3]
◆ ProcessEvent() [3/3]
The documentation for this class was generated from the following file: