#include <Projectile.h>
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| virtual | ~LaunchData ()=default |
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| | LaunchData ()=default |
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| | LaunchData (BGSProjectile *a_bproj, Actor *a_shooter, const NiPoint3 &a_origin, const ProjectileRot &a_angles) |
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| | LaunchData (Actor *a_shooter, const NiPoint3 &a_origin, const ProjectileRot &a_angles, MagicItem *a_spell) |
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| | LaunchData (Actor *a_shooter, const NiPoint3 &a_origin, const ProjectileRot &a_angles, TESAmmo *a_ammo, TESObjectWEAP *a_weap) |
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◆ ~LaunchData()
| virtual RE::Projectile::LaunchData::~LaunchData |
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virtualdefault |
◆ LaunchData() [1/4]
| RE::Projectile::LaunchData::LaunchData |
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default |
◆ LaunchData() [2/4]
◆ LaunchData() [3/4]
◆ LaunchData() [4/4]
◆ alwaysHit
| bool RE::Projectile::LaunchData::alwaysHit |
◆ ammoSource
| TESAmmo* RE::Projectile::LaunchData::ammoSource |
◆ angleX
| float RE::Projectile::LaunchData::angleX |
◆ angleZ
| float RE::Projectile::LaunchData::angleZ |
◆ area
| std::int32_t RE::Projectile::LaunchData::area |
◆ autoAim
| bool RE::Projectile::LaunchData::autoAim |
◆ castingSource
◆ chainShatter
| bool RE::Projectile::LaunchData::chainShatter |
◆ combatController
◆ contactNormal
| NiPoint3 RE::Projectile::LaunchData::contactNormal |
◆ deferInitialization
| bool RE::Projectile::LaunchData::deferInitialization |
◆ desiredTarget
◆ enchantItem
◆ forceConeOfFire
| bool RE::Projectile::LaunchData::forceConeOfFire |
◆ noDamageOutsideCombat
| bool RE::Projectile::LaunchData::noDamageOutsideCombat |
◆ origin
| NiPoint3 RE::Projectile::LaunchData::origin |
◆ pad7C
| std::uint32_t RE::Projectile::LaunchData::pad7C |
◆ parentCell
◆ poison
◆ power
| float RE::Projectile::LaunchData::power |
◆ projectileBase
◆ RTTI
◆ scale
| float RE::Projectile::LaunchData::scale |
◆ shooter
◆ spell
◆ unk50
| void* RE::Projectile::LaunchData::unk50 |
◆ unk60
| float RE::Projectile::LaunchData::unk60 |
◆ unk64
| float RE::Projectile::LaunchData::unk64 |
◆ useOrigin
| bool RE::Projectile::LaunchData::useOrigin |
◆ VTABLE
◆ weaponSource
The documentation for this struct was generated from the following file: