CommonLibSSE NG
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RE::HighProcessData Struct Reference

#include <HighProcessData.h>

Classes

struct  Data190
 
struct  Data208
 
struct  HEAD_TRACK_TYPES
 
struct  MuzzleFlash
 

Public Types

enum class  FADE_STATE {
  kNormal = 0 , kIn = 1 , kOut = 2 , kTeleportIn = 3 ,
  kTeleportOut = 4 , kOutDisable = 5 , kOutDelete = 6
}
 
enum class  BUMP_TYPE
 
using HEAD_TRACK_TYPE = HEAD_TRACK_TYPES::HEAD_TRACK_TYPE
 

Public Member Functions

void ClearHeadtrackTarget (HEAD_TRACK_TYPE a_headtrackType, bool a_defaultHold)
 
void SetHeadtrackTarget (HEAD_TRACK_TYPE a_headtrackType, TESObjectREFR *a_target)
 

Public Attributes

stl::enumeration< VOICE_STATE, std::uint32_t > voiceState
 
std::uint32_t pad004
 
TESShoutcurrentShout
 
TESShout::VariationID currentShoutVariation
 
float voiceTimeElapsed
 
float voiceRecoveryTime
 
float healthRegenDelay
 
float staminaRegenDelay
 
float magickaRegenDelay
 
float unk028
 
std::uint32_t unk02C
 
BSTArray< ActorHandlelastSpokenToArray
 
std::uint64_t unk048
 
BGSAnimationSequencer animSequencer
 
NiPoint3 pathingCurrentMovementSpeed
 
NiPoint3 pathingCurrentRotationSpeed
 
NiPoint3 pathingDesiredPosition
 
NiPoint3 pathingDesiredOrientation
 
NiPoint3 pathingDesiredMovementSpeed
 
NiPoint3 pathingDesiredRotationSpeed
 
std::uint32_t unk0D0
 
float lastBumpDirection
 
ObjectRefHandle lastExtDoorActivated
 
float activationHeight
 
ActorHandle reanimateCaster
 
std::uint32_t unk0E4
 
MagicItemreanimateSpell
 
BSFixedString voiceSubtitle
 
float unk0F8
 
float unk0FC
 
float unk100
 
float unk104
 
float unk108
 
float unk10C
 
float unk110
 
float unk114
 
float unk118
 
float unk11C
 
float unk120
 
float unk124
 
float unk128
 
float unk12C
 
stl::enumeration< FADE_STATE, std::uint32_t > fadeState
 
float unk134
 
TESObjectREFRfadeTrigger
 
ObjectRefHandle headTrackTarget [HEAD_TRACK_TYPE::kTotal]
 
bool headTracked [HEAD_TRACK_TYPE::kTotal]
 
std::uint16_t unk15E
 
float headTrackTargetTimer
 
NiPoint3 headTrackTargetOffset
 
float headTrackHoldOffsetHoldTimer
 
float headTrackTargetOffsetTimer
 
ObjectRefHandle lastTarget
 
ObjectRefHandle pathLookAtTarget
 
void * unk180
 
void * unk188
 
BSTSmartPointer< Data190unk190
 
BSTSmartPointer< Data190unk198
 
float unk1A0
 
float unk1A4
 
float unk1A8
 
std::uint32_t unk1AC
 
std::uint64_t unk1B0
 
std::uint64_t unk1B8
 
std::uint64_t unk1C0
 
std::uint64_t unk1C8
 
std::uint64_t unk1D0
 
std::uint64_t unk1D8
 
float unk1E0
 
float cachedActorHeight
 
NiPointer< NiRefObjectunk1E8
 
std::uint32_t unk1F0
 
AITimeStamp bumpTimer
 
AITimeStamp unk1F8
 
BUMP_TYPE bumpedState
 
float takeBackTimer
 
std::uint32_t pad204
 
Data208unk208
 
std::uint32_t unk210
 
PLAYER_ACTION playerActionReaction
 
BSFixedString subtitle
 
BSTArray< BSTTuple< FormID, NiPointer< ActorKnowledge > > > knowledgeArray
 
BSReadWriteLock knowledgeLock
 
BSTArray< QueuedDialogueType * > queueofGreetings
 
NiPointer< BGSAttackDataattackData
 
NiPoint3 locationOffsetByWaterPoint
 
std::uint32_t unk26C
 
std::uint64_t unk270
 
float unk278
 
NiPoint3 deathForceDirection
 
float deathForce
 
float unk28C
 
float unk290
 
float unk294
 
float unk298
 
float clearTalkToListTimer
 
float maxAlpha
 
float unk2A4
 
std::uint64_t unk2A8
 
float unk2B0
 
std::uint32_t unk2B4
 
std::uint64_t unk2B8
 
std::uint64_t unk2C0
 
std::uint64_t unk2C8
 
std::uint64_t unk2D0
 
std::uint32_t animAction
 
NiPoint3 leftWeaponLastPos
 
NiPoint3 rightWeaponLastPos
 
ObjectRefHandle greetActor
 
float soundDelay
 
BSSoundHandle soundHandles [2]
 
float greetingTimer
 
float exclusiveTimer
 
float idleTimer
 
float detectGreetTimer
 
float breathTimer
 
float voiceTimer
 
float dyingTimer
 
std::uint64_t unk330
 
std::uint64_t unk338
 
float closeDialogueTimer
 
std::uint32_t unk344
 
TESIdleFormcurrentProcessIdle
 
RefHandle unk350
 
std::uint32_t unk354
 
std::uint64_t unk358
 
BSTSmartPointer< DialogueItemgreetTopic
 
std::uint32_t unk368
 
RefHandle unk36C
 
void * unk370
 
std::uint64_t unk378
 
NiPointer< NiBillboardNode > healthBarNode
 
float unk388
 
std::uint32_t unk38C
 
std::uint32_t numberGuardsPursuing
 
float reEquipArmorTimer
 
BSSimpleList< SpellItem * > * leveledSpellList
 
float detectionModifier
 
float detectionModifierTimer
 
float lightLevel
 
float sceneHeadTrackTimer
 
float pCapVoiceFailsafeTimer
 
std::uint32_t pad3B4
 
void * unk3B8
 
std::uint64_t unk3C0
 
MuzzleFlashmuzzleFlash
 
std::uint32_t unk3D0
 
std::uint32_t pad3D4
 
DetectionEventactorsGeneratedDetectionEvent
 
NiPointer< StandardDetectionListener > detectionListener
 
std::uint64_t unk3E8
 
void * unk3F0
 
std::uint64_t unk3F8
 
BSTSmallArray< std::uint64_t > unk400
 
NiPoint3 animationDelta
 
NiPoint3 animationAngleMod
 
BSTSmartPointer< IAnimationSetCallbackFunctorunk430
 
float absorbTimer
 
float unk43C
 
CrimecrimeToReactTo
 
std::uint64_t unk448
 
bool unk450
 
std::uint8_t unk451
 
std::uint8_t unk452
 
std::uint8_t unk453
 
bool greetingPlayer
 
std::uint8_t unk455
 
std::uint8_t unk456
 
bool detectAlert
 
bool talkingToPC
 
bool inCommandState
 
std::uint8_t unk45A
 
std::uint8_t unk45B
 
std::uint8_t unk45C
 
std::uint8_t unk45D
 
std::uint8_t unk45E
 
bool isDualCasting
 
bool getPlantedExplosive
 
bool approachingAutoTeleportDoor
 
bool arrested
 
bool unk463
 
bool unk464
 
bool unk465
 
bool unk466
 
bool unk467
 
bool farGeometry
 
bool unk469
 
bool unk46A
 
bool deathDialogue
 
bool fistsDrawn
 
bool unk46D
 
bool unk46E
 
bool unk46F
 
bool unk470
 
bool unk471
 
bool aggroRadiusStarted
 
std::uint8_t pad473
 
std::uint32_t pad474
 

Member Typedef Documentation

◆ HEAD_TRACK_TYPE

Member Enumeration Documentation

◆ BUMP_TYPE

enum class RE::HighProcessData::BUMP_TYPE
strong

◆ FADE_STATE

Enumerator
kNormal 
kIn 
kOut 
kTeleportIn 
kTeleportOut 
kOutDisable 
kOutDelete 

Member Function Documentation

◆ ClearHeadtrackTarget()

void RE::HighProcessData::ClearHeadtrackTarget ( HEAD_TRACK_TYPE  a_headtrackType,
bool  a_defaultHold 
)
inline

◆ SetHeadtrackTarget()

void RE::HighProcessData::SetHeadtrackTarget ( HEAD_TRACK_TYPE  a_headtrackType,
TESObjectREFR a_target 
)
inline

Member Data Documentation

◆ absorbTimer

float RE::HighProcessData::absorbTimer

◆ activationHeight

float RE::HighProcessData::activationHeight

◆ actorsGeneratedDetectionEvent

DetectionEvent* RE::HighProcessData::actorsGeneratedDetectionEvent

◆ aggroRadiusStarted

bool RE::HighProcessData::aggroRadiusStarted

◆ animAction

std::uint32_t RE::HighProcessData::animAction

◆ animationAngleMod

NiPoint3 RE::HighProcessData::animationAngleMod

◆ animationDelta

NiPoint3 RE::HighProcessData::animationDelta

◆ animSequencer

BGSAnimationSequencer RE::HighProcessData::animSequencer

◆ approachingAutoTeleportDoor

bool RE::HighProcessData::approachingAutoTeleportDoor

◆ arrested

bool RE::HighProcessData::arrested

◆ attackData

NiPointer<BGSAttackData> RE::HighProcessData::attackData

◆ breathTimer

float RE::HighProcessData::breathTimer

◆ bumpedState

BUMP_TYPE RE::HighProcessData::bumpedState

◆ bumpTimer

AITimeStamp RE::HighProcessData::bumpTimer

◆ cachedActorHeight

float RE::HighProcessData::cachedActorHeight

◆ clearTalkToListTimer

float RE::HighProcessData::clearTalkToListTimer

◆ closeDialogueTimer

float RE::HighProcessData::closeDialogueTimer

◆ crimeToReactTo

Crime* RE::HighProcessData::crimeToReactTo

◆ currentProcessIdle

TESIdleForm* RE::HighProcessData::currentProcessIdle

◆ currentShout

TESShout* RE::HighProcessData::currentShout

◆ currentShoutVariation

TESShout::VariationID RE::HighProcessData::currentShoutVariation

◆ deathDialogue

bool RE::HighProcessData::deathDialogue

◆ deathForce

float RE::HighProcessData::deathForce

◆ deathForceDirection

NiPoint3 RE::HighProcessData::deathForceDirection

◆ detectAlert

bool RE::HighProcessData::detectAlert

◆ detectGreetTimer

float RE::HighProcessData::detectGreetTimer

◆ detectionListener

NiPointer<StandardDetectionListener> RE::HighProcessData::detectionListener

◆ detectionModifier

float RE::HighProcessData::detectionModifier

◆ detectionModifierTimer

float RE::HighProcessData::detectionModifierTimer

◆ dyingTimer

float RE::HighProcessData::dyingTimer

◆ exclusiveTimer

float RE::HighProcessData::exclusiveTimer

◆ fadeState

stl::enumeration<FADE_STATE, std::uint32_t> RE::HighProcessData::fadeState

◆ fadeTrigger

TESObjectREFR* RE::HighProcessData::fadeTrigger

◆ farGeometry

bool RE::HighProcessData::farGeometry

◆ fistsDrawn

bool RE::HighProcessData::fistsDrawn

◆ getPlantedExplosive

bool RE::HighProcessData::getPlantedExplosive

◆ greetActor

ObjectRefHandle RE::HighProcessData::greetActor

◆ greetingPlayer

bool RE::HighProcessData::greetingPlayer

◆ greetingTimer

float RE::HighProcessData::greetingTimer

◆ greetTopic

BSTSmartPointer<DialogueItem> RE::HighProcessData::greetTopic

◆ headTracked

bool RE::HighProcessData::headTracked[HEAD_TRACK_TYPE::kTotal]

◆ headTrackHoldOffsetHoldTimer

float RE::HighProcessData::headTrackHoldOffsetHoldTimer

◆ headTrackTarget

ObjectRefHandle RE::HighProcessData::headTrackTarget[HEAD_TRACK_TYPE::kTotal]

◆ headTrackTargetOffset

NiPoint3 RE::HighProcessData::headTrackTargetOffset

◆ headTrackTargetOffsetTimer

float RE::HighProcessData::headTrackTargetOffsetTimer

◆ headTrackTargetTimer

float RE::HighProcessData::headTrackTargetTimer

◆ healthBarNode

NiPointer<NiBillboardNode> RE::HighProcessData::healthBarNode

◆ healthRegenDelay

float RE::HighProcessData::healthRegenDelay

◆ idleTimer

float RE::HighProcessData::idleTimer

◆ inCommandState

bool RE::HighProcessData::inCommandState

◆ isDualCasting

bool RE::HighProcessData::isDualCasting

◆ knowledgeArray

BSTArray<BSTTuple<FormID, NiPointer<ActorKnowledge> > > RE::HighProcessData::knowledgeArray

◆ knowledgeLock

BSReadWriteLock RE::HighProcessData::knowledgeLock
mutable

◆ lastBumpDirection

float RE::HighProcessData::lastBumpDirection

◆ lastExtDoorActivated

ObjectRefHandle RE::HighProcessData::lastExtDoorActivated

◆ lastSpokenToArray

BSTArray<ActorHandle> RE::HighProcessData::lastSpokenToArray

◆ lastTarget

ObjectRefHandle RE::HighProcessData::lastTarget

◆ leftWeaponLastPos

NiPoint3 RE::HighProcessData::leftWeaponLastPos

◆ leveledSpellList

BSSimpleList<SpellItem*>* RE::HighProcessData::leveledSpellList

◆ lightLevel

float RE::HighProcessData::lightLevel

◆ locationOffsetByWaterPoint

NiPoint3 RE::HighProcessData::locationOffsetByWaterPoint

◆ magickaRegenDelay

float RE::HighProcessData::magickaRegenDelay

◆ maxAlpha

float RE::HighProcessData::maxAlpha

◆ muzzleFlash

MuzzleFlash* RE::HighProcessData::muzzleFlash

◆ numberGuardsPursuing

std::uint32_t RE::HighProcessData::numberGuardsPursuing

◆ pad004

std::uint32_t RE::HighProcessData::pad004

◆ pad204

std::uint32_t RE::HighProcessData::pad204

◆ pad3B4

std::uint32_t RE::HighProcessData::pad3B4

◆ pad3D4

std::uint32_t RE::HighProcessData::pad3D4

◆ pad473

std::uint8_t RE::HighProcessData::pad473

◆ pad474

std::uint32_t RE::HighProcessData::pad474

◆ pathingCurrentMovementSpeed

NiPoint3 RE::HighProcessData::pathingCurrentMovementSpeed

◆ pathingCurrentRotationSpeed

NiPoint3 RE::HighProcessData::pathingCurrentRotationSpeed

◆ pathingDesiredMovementSpeed

NiPoint3 RE::HighProcessData::pathingDesiredMovementSpeed

◆ pathingDesiredOrientation

NiPoint3 RE::HighProcessData::pathingDesiredOrientation

◆ pathingDesiredPosition

NiPoint3 RE::HighProcessData::pathingDesiredPosition

◆ pathingDesiredRotationSpeed

NiPoint3 RE::HighProcessData::pathingDesiredRotationSpeed

◆ pathLookAtTarget

ObjectRefHandle RE::HighProcessData::pathLookAtTarget

◆ pCapVoiceFailsafeTimer

float RE::HighProcessData::pCapVoiceFailsafeTimer

◆ playerActionReaction

PLAYER_ACTION RE::HighProcessData::playerActionReaction

◆ queueofGreetings

BSTArray<QueuedDialogueType*> RE::HighProcessData::queueofGreetings

◆ reanimateCaster

ActorHandle RE::HighProcessData::reanimateCaster

◆ reanimateSpell

MagicItem* RE::HighProcessData::reanimateSpell

◆ reEquipArmorTimer

float RE::HighProcessData::reEquipArmorTimer

◆ rightWeaponLastPos

NiPoint3 RE::HighProcessData::rightWeaponLastPos

◆ sceneHeadTrackTimer

float RE::HighProcessData::sceneHeadTrackTimer

◆ soundDelay

float RE::HighProcessData::soundDelay

◆ soundHandles

BSSoundHandle RE::HighProcessData::soundHandles[2]

◆ staminaRegenDelay

float RE::HighProcessData::staminaRegenDelay

◆ subtitle

BSFixedString RE::HighProcessData::subtitle

◆ takeBackTimer

float RE::HighProcessData::takeBackTimer

◆ talkingToPC

bool RE::HighProcessData::talkingToPC

◆ unk028

float RE::HighProcessData::unk028

◆ unk02C

std::uint32_t RE::HighProcessData::unk02C

◆ unk048

std::uint64_t RE::HighProcessData::unk048

◆ unk0D0

std::uint32_t RE::HighProcessData::unk0D0

◆ unk0E4

std::uint32_t RE::HighProcessData::unk0E4

◆ unk0F8

float RE::HighProcessData::unk0F8

◆ unk0FC

float RE::HighProcessData::unk0FC

◆ unk100

float RE::HighProcessData::unk100

◆ unk104

float RE::HighProcessData::unk104

◆ unk108

float RE::HighProcessData::unk108

◆ unk10C

float RE::HighProcessData::unk10C

◆ unk110

float RE::HighProcessData::unk110

◆ unk114

float RE::HighProcessData::unk114

◆ unk118

float RE::HighProcessData::unk118

◆ unk11C

float RE::HighProcessData::unk11C

◆ unk120

float RE::HighProcessData::unk120

◆ unk124

float RE::HighProcessData::unk124

◆ unk128

float RE::HighProcessData::unk128

◆ unk12C

float RE::HighProcessData::unk12C

◆ unk134

float RE::HighProcessData::unk134

◆ unk15E

std::uint16_t RE::HighProcessData::unk15E

◆ unk180

void* RE::HighProcessData::unk180

◆ unk188

void* RE::HighProcessData::unk188

◆ unk190

BSTSmartPointer<Data190> RE::HighProcessData::unk190

◆ unk198

BSTSmartPointer<Data190> RE::HighProcessData::unk198

◆ unk1A0

float RE::HighProcessData::unk1A0

◆ unk1A4

float RE::HighProcessData::unk1A4

◆ unk1A8

float RE::HighProcessData::unk1A8

◆ unk1AC

std::uint32_t RE::HighProcessData::unk1AC

◆ unk1B0

std::uint64_t RE::HighProcessData::unk1B0

◆ unk1B8

std::uint64_t RE::HighProcessData::unk1B8

◆ unk1C0

std::uint64_t RE::HighProcessData::unk1C0

◆ unk1C8

std::uint64_t RE::HighProcessData::unk1C8

◆ unk1D0

std::uint64_t RE::HighProcessData::unk1D0

◆ unk1D8

std::uint64_t RE::HighProcessData::unk1D8

◆ unk1E0

float RE::HighProcessData::unk1E0

◆ unk1E8

NiPointer<NiRefObject> RE::HighProcessData::unk1E8

◆ unk1F0

std::uint32_t RE::HighProcessData::unk1F0

◆ unk1F8

AITimeStamp RE::HighProcessData::unk1F8

◆ unk208

Data208* RE::HighProcessData::unk208

◆ unk210

std::uint32_t RE::HighProcessData::unk210

◆ unk26C

std::uint32_t RE::HighProcessData::unk26C

◆ unk270

std::uint64_t RE::HighProcessData::unk270

◆ unk278

float RE::HighProcessData::unk278

◆ unk28C

float RE::HighProcessData::unk28C

◆ unk290

float RE::HighProcessData::unk290

◆ unk294

float RE::HighProcessData::unk294

◆ unk298

float RE::HighProcessData::unk298

◆ unk2A4

float RE::HighProcessData::unk2A4

◆ unk2A8

std::uint64_t RE::HighProcessData::unk2A8

◆ unk2B0

float RE::HighProcessData::unk2B0

◆ unk2B4

std::uint32_t RE::HighProcessData::unk2B4

◆ unk2B8

std::uint64_t RE::HighProcessData::unk2B8

◆ unk2C0

std::uint64_t RE::HighProcessData::unk2C0

◆ unk2C8

std::uint64_t RE::HighProcessData::unk2C8

◆ unk2D0

std::uint64_t RE::HighProcessData::unk2D0

◆ unk330

std::uint64_t RE::HighProcessData::unk330

◆ unk338

std::uint64_t RE::HighProcessData::unk338

◆ unk344

std::uint32_t RE::HighProcessData::unk344

◆ unk350

RefHandle RE::HighProcessData::unk350

◆ unk354

std::uint32_t RE::HighProcessData::unk354

◆ unk358

std::uint64_t RE::HighProcessData::unk358

◆ unk368

std::uint32_t RE::HighProcessData::unk368

◆ unk36C

RefHandle RE::HighProcessData::unk36C

◆ unk370

void* RE::HighProcessData::unk370

◆ unk378

std::uint64_t RE::HighProcessData::unk378

◆ unk388

float RE::HighProcessData::unk388

◆ unk38C

std::uint32_t RE::HighProcessData::unk38C

◆ unk3B8

void* RE::HighProcessData::unk3B8

◆ unk3C0

std::uint64_t RE::HighProcessData::unk3C0

◆ unk3D0

std::uint32_t RE::HighProcessData::unk3D0

◆ unk3E8

std::uint64_t RE::HighProcessData::unk3E8

◆ unk3F0

void* RE::HighProcessData::unk3F0

◆ unk3F8

std::uint64_t RE::HighProcessData::unk3F8

◆ unk400

BSTSmallArray<std::uint64_t> RE::HighProcessData::unk400

◆ unk430

BSTSmartPointer<IAnimationSetCallbackFunctor> RE::HighProcessData::unk430

◆ unk43C

float RE::HighProcessData::unk43C

◆ unk448

std::uint64_t RE::HighProcessData::unk448

◆ unk450

bool RE::HighProcessData::unk450

◆ unk451

std::uint8_t RE::HighProcessData::unk451

◆ unk452

std::uint8_t RE::HighProcessData::unk452

◆ unk453

std::uint8_t RE::HighProcessData::unk453

◆ unk455

std::uint8_t RE::HighProcessData::unk455

◆ unk456

std::uint8_t RE::HighProcessData::unk456

◆ unk45A

std::uint8_t RE::HighProcessData::unk45A

◆ unk45B

std::uint8_t RE::HighProcessData::unk45B

◆ unk45C

std::uint8_t RE::HighProcessData::unk45C

◆ unk45D

std::uint8_t RE::HighProcessData::unk45D

◆ unk45E

std::uint8_t RE::HighProcessData::unk45E

◆ unk463

bool RE::HighProcessData::unk463

◆ unk464

bool RE::HighProcessData::unk464

◆ unk465

bool RE::HighProcessData::unk465

◆ unk466

bool RE::HighProcessData::unk466

◆ unk467

bool RE::HighProcessData::unk467

◆ unk469

bool RE::HighProcessData::unk469

◆ unk46A

bool RE::HighProcessData::unk46A

◆ unk46D

bool RE::HighProcessData::unk46D

◆ unk46E

bool RE::HighProcessData::unk46E

◆ unk46F

bool RE::HighProcessData::unk46F

◆ unk470

bool RE::HighProcessData::unk470

◆ unk471

bool RE::HighProcessData::unk471

◆ voiceRecoveryTime

float RE::HighProcessData::voiceRecoveryTime

◆ voiceState

stl::enumeration<VOICE_STATE, std::uint32_t> RE::HighProcessData::voiceState

◆ voiceSubtitle

BSFixedString RE::HighProcessData::voiceSubtitle

◆ voiceTimeElapsed

float RE::HighProcessData::voiceTimeElapsed

◆ voiceTimer

float RE::HighProcessData::voiceTimer

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