CommonLibSSE NG
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RE::ProcessLists Class Reference

#include <ProcessLists.h>

Inheritance diagram for RE::ProcessLists:
RE::BSTSingletonSDM< ProcessLists > RE::BSTSingletonSDMBase< Traits >

Classes

class  GetActorsFilter
 

Public Member Functions

void ClearCachedFactionFightReactions () const
 
void ForAllActors (std::function< BSContainer::ForEachResult(Actor &)> a_callback)
 
void ForEachHighActor (std::function< BSContainer::ForEachResult(Actor &)> a_callback)
 
void ForEachMagicTempEffect (std::function< BSContainer::ForEachResult(BSTempEffect &)> a_callback)
 
void ForEachModelEffect (std::function< BSContainer::ForEachResult(ModelReferenceEffect &)> a_callback)
 
void ForEachShaderEffect (std::function< BSContainer::ForEachResult(ShaderReferenceEffect &)> a_callback)
 
float GetSystemTimeClock ()
 
std::int16_t RequestHighestDetectionLevelAgainstActor (Actor *a_actor, std::uint32_t &a_LOSCount)
 
void StopAllMagicEffects (TESObjectREFR &a_ref)
 
void StopCombatAndAlarmOnActor (Actor *a_actor, bool a_notAlarm)
 

Static Public Member Functions

static ProcessListsGetSingleton ()
 

Public Attributes

bool runDetection
 
bool showDetectionStats
 
std::uint8_t pad003
 
ActorHandle statdetect
 
bool processHigh
 
bool processLow
 
bool processMHigh
 
bool processMLow
 
bool runEditorSchedules
 
bool showDialogueSubtitles
 
std::uint8_t unk00E
 
std::uint8_t pad00F
 
std::int32_t numberHighActors
 
float unk014
 
std::uint32_t unk018
 
float removeExcessDeadTimer
 
BSSemaphore movementSyncSema
 
std::uint32_t unk028
 
std::uint32_t pad02C
 
BSTArray< ActorHandlehighActorHandles
 
BSTArray< ActorHandlelowActorHandles
 
BSTArray< ActorHandlemiddleHighActorHandles
 
BSTArray< ActorHandlemiddleLowActorHandles
 
BSTArray< ActorHandle > * allProcesses [4]
 
BSSimpleList< Crime * > * globalCrimes [PackageNS::CRIME_TYPES::kTotal]
 
BSTArray< NiPointer< BSTempEffect > > globalTempEffects
 
BSSpinLock globalEffectsLock
 
BSTArray< NiPointer< BSTempEffect > > magicEffects
 
BSSpinLock magicEffectsLock
 
BSTArray< NiPointer< BSTempEffect > > interfaceEffects
 
BSSpinLock interfaceEffectsLock
 
std::uint64_t unk148
 
std::uint64_t unk150
 
BSTArray< ObjectRefHandletempShouldMoves
 
BSSimpleList< ActorHandlealiveActorList
 
BSTArray< ActorHandleinitPackageLocationsQueue
 
BSSpinLock packageLocationsQueueLock
 
BSTArray< ActorHandleinitAnimPositionQueue
 
BSTArray< BSTSmartPointer< SyncQueueObj > > syncPositionQueue
 
float playerActionCommentTimer
 
float playerKnockObjectCommentTimer
 
std::uint32_t currentLowActor
 
std::uint32_t currentMiddleHighActor
 
std::uint32_t currentMiddleLowActor
 
bool runSchedules
 
bool runMovement
 
bool runAnimations
 
bool updateActorsInPlayerCell
 
std::uint64_t unk1E8
 

Additional Inherited Members

- Public Types inherited from RE::BSTSingletonSDMBase< Traits >
using Type = typename Traits::Type
 
using Allocator = typename Traits::Allocator
 

Member Function Documentation

◆ ClearCachedFactionFightReactions()

void RE::ProcessLists::ClearCachedFactionFightReactions ( ) const

◆ ForAllActors()

void RE::ProcessLists::ForAllActors ( std::function< BSContainer::ForEachResult(Actor &)>  a_callback)

◆ ForEachHighActor()

void RE::ProcessLists::ForEachHighActor ( std::function< BSContainer::ForEachResult(Actor &)>  a_callback)

◆ ForEachMagicTempEffect()

void RE::ProcessLists::ForEachMagicTempEffect ( std::function< BSContainer::ForEachResult(BSTempEffect &)>  a_callback)

◆ ForEachModelEffect()

void RE::ProcessLists::ForEachModelEffect ( std::function< BSContainer::ForEachResult(ModelReferenceEffect &)>  a_callback)

◆ ForEachShaderEffect()

void RE::ProcessLists::ForEachShaderEffect ( std::function< BSContainer::ForEachResult(ShaderReferenceEffect &)>  a_callback)

◆ GetSingleton()

static ProcessLists * RE::ProcessLists::GetSingleton ( )
static

◆ GetSystemTimeClock()

float RE::ProcessLists::GetSystemTimeClock ( )

◆ RequestHighestDetectionLevelAgainstActor()

std::int16_t RE::ProcessLists::RequestHighestDetectionLevelAgainstActor ( Actor a_actor,
std::uint32_t &  a_LOSCount 
)

◆ StopAllMagicEffects()

void RE::ProcessLists::StopAllMagicEffects ( TESObjectREFR a_ref)

◆ StopCombatAndAlarmOnActor()

void RE::ProcessLists::StopCombatAndAlarmOnActor ( Actor a_actor,
bool  a_notAlarm 
)

Member Data Documentation

◆ aliveActorList

BSSimpleList<ActorHandle> RE::ProcessLists::aliveActorList

◆ allProcesses

BSTArray<ActorHandle>* RE::ProcessLists::allProcesses[4]

◆ currentLowActor

std::uint32_t RE::ProcessLists::currentLowActor

◆ currentMiddleHighActor

std::uint32_t RE::ProcessLists::currentMiddleHighActor

◆ currentMiddleLowActor

std::uint32_t RE::ProcessLists::currentMiddleLowActor

◆ globalCrimes

BSSimpleList<Crime*>* RE::ProcessLists::globalCrimes[PackageNS::CRIME_TYPES::kTotal]

◆ globalEffectsLock

BSSpinLock RE::ProcessLists::globalEffectsLock
mutable

◆ globalTempEffects

BSTArray<NiPointer<BSTempEffect> > RE::ProcessLists::globalTempEffects

◆ highActorHandles

BSTArray<ActorHandle> RE::ProcessLists::highActorHandles

◆ initAnimPositionQueue

BSTArray<ActorHandle> RE::ProcessLists::initAnimPositionQueue

◆ initPackageLocationsQueue

BSTArray<ActorHandle> RE::ProcessLists::initPackageLocationsQueue

◆ interfaceEffects

BSTArray<NiPointer<BSTempEffect> > RE::ProcessLists::interfaceEffects

◆ interfaceEffectsLock

BSSpinLock RE::ProcessLists::interfaceEffectsLock
mutable

◆ lowActorHandles

BSTArray<ActorHandle> RE::ProcessLists::lowActorHandles

◆ magicEffects

BSTArray<NiPointer<BSTempEffect> > RE::ProcessLists::magicEffects

◆ magicEffectsLock

BSSpinLock RE::ProcessLists::magicEffectsLock
mutable

◆ middleHighActorHandles

BSTArray<ActorHandle> RE::ProcessLists::middleHighActorHandles

◆ middleLowActorHandles

BSTArray<ActorHandle> RE::ProcessLists::middleLowActorHandles

◆ movementSyncSema

BSSemaphore RE::ProcessLists::movementSyncSema

◆ numberHighActors

std::int32_t RE::ProcessLists::numberHighActors

◆ packageLocationsQueueLock

BSSpinLock RE::ProcessLists::packageLocationsQueueLock
mutable

◆ pad003

std::uint8_t RE::ProcessLists::pad003

◆ pad00F

std::uint8_t RE::ProcessLists::pad00F

◆ pad02C

std::uint32_t RE::ProcessLists::pad02C

◆ playerActionCommentTimer

float RE::ProcessLists::playerActionCommentTimer

◆ playerKnockObjectCommentTimer

float RE::ProcessLists::playerKnockObjectCommentTimer

◆ processHigh

bool RE::ProcessLists::processHigh

◆ processLow

bool RE::ProcessLists::processLow

◆ processMHigh

bool RE::ProcessLists::processMHigh

◆ processMLow

bool RE::ProcessLists::processMLow

◆ removeExcessDeadTimer

float RE::ProcessLists::removeExcessDeadTimer

◆ runAnimations

bool RE::ProcessLists::runAnimations

◆ runDetection

bool RE::ProcessLists::runDetection

◆ runEditorSchedules

bool RE::ProcessLists::runEditorSchedules

◆ runMovement

bool RE::ProcessLists::runMovement

◆ runSchedules

bool RE::ProcessLists::runSchedules

◆ showDetectionStats

bool RE::ProcessLists::showDetectionStats

◆ showDialogueSubtitles

bool RE::ProcessLists::showDialogueSubtitles

◆ statdetect

ActorHandle RE::ProcessLists::statdetect

◆ syncPositionQueue

BSTArray<BSTSmartPointer<SyncQueueObj> > RE::ProcessLists::syncPositionQueue

◆ tempShouldMoves

BSTArray<ObjectRefHandle> RE::ProcessLists::tempShouldMoves

◆ unk00E

std::uint8_t RE::ProcessLists::unk00E

◆ unk014

float RE::ProcessLists::unk014

◆ unk018

std::uint32_t RE::ProcessLists::unk018

◆ unk028

std::uint32_t RE::ProcessLists::unk028

◆ unk148

std::uint64_t RE::ProcessLists::unk148

◆ unk150

std::uint64_t RE::ProcessLists::unk150

◆ unk1E8

std::uint64_t RE::ProcessLists::unk1E8

◆ updateActorsInPlayerCell

bool RE::ProcessLists::updateActorsInPlayerCell

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