#include <TaskQueueInterface.h>
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void | QueueNodeAttach (NiAVObject *a_obj, NiNode *a_root, bool a_arg3=true, bool a_arg4=false) |
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void | QueueNodeDetach (NiAVObject *a_obj) |
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void | QueueUpdateDestructibleObject (TESObjectREFR *a_refr, float a_damage, bool a_arg3, TESObjectREFR *a_cause) |
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void | QueueAddRipple (float a_scale, const NiPoint3 &a_pos) |
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void | QueueForceWeather (TESWeather *a_weather, bool a_forceOverride) |
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void | QueueActorDisarm (ActorHandle &a_target, ActorHandle &a_caster) |
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void | QueueRemoveSpell (ActorHandle &a_actor, SpellItem *a_spellItem) |
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◆ GetSingleton()
◆ QueueActorDisarm()
◆ QueueAddRipple()
void RE::TaskQueueInterface::QueueAddRipple |
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float |
a_scale, |
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const NiPoint3 & |
a_pos |
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) |
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◆ QueueForceWeather()
void RE::TaskQueueInterface::QueueForceWeather |
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TESWeather * |
a_weather, |
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bool |
a_forceOverride |
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) |
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◆ QueueNodeAttach()
void RE::TaskQueueInterface::QueueNodeAttach |
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NiAVObject * |
a_obj, |
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NiNode * |
a_root, |
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bool |
a_arg3 = true , |
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bool |
a_arg4 = false |
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) |
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◆ QueueNodeDetach()
void RE::TaskQueueInterface::QueueNodeDetach |
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NiAVObject * |
a_obj | ) |
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◆ QueueRemoveSpell()
◆ QueueUpdateDestructibleObject()
void RE::TaskQueueInterface::QueueUpdateDestructibleObject |
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TESObjectREFR * |
a_refr, |
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float |
a_damage, |
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bool |
a_arg3, |
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TESObjectREFR * |
a_cause |
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) |
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◆ ShouldUseTaskQueue()
static bool RE::TaskQueueInterface::ShouldUseTaskQueue |
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static |
The documentation for this class was generated from the following file: