#include <CombatMagicCaster.h>
◆ ~CombatMagicCaster()
  
  
      
        
          | RE::CombatMagicCaster::~CombatMagicCaster  | 
          ( | 
           | ) | 
           | 
         
       
   | 
  
override   | 
  
 
 
◆ CalcCastMagicChance()
  
  
      
        
          | virtual float RE::CombatMagicCaster::CalcCastMagicChance  | 
          ( | 
          CombatController *  | 
          a_combatController | ) | 
           const | 
         
       
   | 
  
virtual   | 
  
 
 
◆ CalcMagicHoldTime()
  
  
      
        
          | virtual float RE::CombatMagicCaster::CalcMagicHoldTime  | 
          ( | 
          CombatController *  | 
          a_combatController | ) | 
           const | 
         
       
   | 
  
virtual   | 
  
 
 
◆ CheckStartCast()
  
  
      
        
          | virtual bool RE::CombatMagicCaster::CheckStartCast  | 
          ( | 
          CombatController *  | 
          a_combatController | ) | 
           | 
         
       
   | 
  
virtual   | 
  
 
Reimplemented in RE::CombatMagicCasterBoundItem, RE::CombatMagicCasterCloak, RE::CombatMagicCasterDisarm, RE::CombatMagicCasterInvisibility, RE::CombatMagicCasterLight, RE::CombatMagicCasterOffensive, RE::CombatMagicCasterParalyze, RE::CombatMagicCasterReanimate, RE::CombatMagicCasterRestore, RE::CombatMagicCasterScript, RE::CombatMagicCasterStagger, RE::CombatMagicCasterSummon, RE::CombatMagicCasterTargetEffect, and RE::CombatMagicCasterWard.
 
 
◆ CheckStopCast()
  
  
      
        
          | virtual bool RE::CombatMagicCaster::CheckStopCast  | 
          ( | 
          CombatController *  | 
          a_combatController | ) | 
           | 
         
       
   | 
  
virtual   | 
  
 
 
◆ CheckTargetValid() [1/2]
  
  
      
        
          | bool RE::CombatMagicCaster::CheckTargetValid  | 
          ( | 
          const CombatController *  | 
          a_combatController | ) | 
           | 
         
       
   | 
  
inline   | 
  
 
 
◆ CheckTargetValid() [2/2]
◆ GetCategory()
Implemented in RE::CombatMagicCasterBoundItem, RE::CombatMagicCasterCloak, RE::CombatMagicCasterDisarm, RE::CombatMagicCasterInvisibility, RE::CombatMagicCasterLight, RE::CombatMagicCasterOffensive, RE::CombatMagicCasterParalyze, RE::CombatMagicCasterReanimate, RE::CombatMagicCasterRestore, RE::CombatMagicCasterScript, RE::CombatMagicCasterStagger, RE::CombatMagicCasterSummon, RE::CombatMagicCasterTargetEffect, and RE::CombatMagicCasterWard.
 
 
◆ GetMagicTarget()
  
  
      
        
          | virtual void * RE::CombatMagicCaster::GetMagicTarget  | 
          ( | 
          CombatController *  | 
          a_combatController | ) | 
           const | 
         
       
   | 
  
virtual   | 
  
 
 
◆ LoadGame()
◆ NotifyStartCast()
  
  
      
        
          | virtual void RE::CombatMagicCaster::NotifyStartCast  | 
          ( | 
          CombatController *  | 
          a_combatController | ) | 
           | 
         
       
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virtual   | 
  
 
 
◆ NotifyStopCast()
  
  
      
        
          | virtual void RE::CombatMagicCaster::NotifyStopCast  | 
          ( | 
          CombatController *  | 
          a_combatController | ) | 
           | 
         
       
   | 
  
virtual   | 
  
 
 
◆ SaveGame()
  
  
      
        
          | void RE::CombatMagicCaster::SaveGame  | 
          ( | 
          BGSSaveGameBuffer *  | 
          a_buf | ) | 
           | 
         
       
   | 
  
overridevirtual   | 
  
 
 
◆ SetupAimController()
  
  
      
        
          | virtual void RE::CombatMagicCaster::SetupAimController  | 
          ( | 
          CombatProjectileAimController *  | 
          a_aimController | ) | 
           | 
         
       
   | 
  
virtual   | 
  
 
 
◆ inventoryItem
◆ magicItem
◆ RTTI
◆ VTABLE
The documentation for this class was generated from the following file: