CommonLibVR
ActiveEffectReferenceEffectController.h
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1 #pragma once
2 
3 #include "RE/B/BSPointerHandle.h"
4 #include "RE/N/NiPoint3.h"
6 
7 namespace RE
8 {
9  class ActiveEffect;
10 
12  {
13  public:
14  inline static constexpr auto RTTI = RTTI_ActiveEffectReferenceEffectController;
15  inline static constexpr auto VTABLE = VTABLE_ActiveEffectReferenceEffectController;
16 
18 
19  // override (ReferenceEffectController)
20  void HandleEvent(const BSFixedString& a_event) override; // 01 - return { effect->HandleEvent(a_event); }
21  float GetElapsedTime() override; // 02 - return { effect->elapsedSeconds; }
22  float GetScale() override; // 03
23  void SwitchAttachedRoot(NiNode* a_root, NiNode* a_attachRoot) override; // 04 - return { effect->SwitchAttachedRoot(a_root, a_attachRoot); }
24  const NiPoint3& GetSourcePosition() override; // 05
25  bool GetUseSourcePosition() override; // 06
26  bool GetNoInitialFlare() override; // 07
27  bool GetEffectPersists() override; // 08
28  bool GetGoryVisuals() override; // 09
29  void RemoveHitEffect(ReferenceEffect* a_refEffect) override; // 0A
30  TESObjectREFR* GetTargetReference() override; // 0B
31  BGSArtObject* GetHitEffectArt() override; // 0C
33  bool GetManagerHandlesSaveLoad() override; // 0E - { return false; }
34  bool EffectShouldFaceTarget() override; // 17
35  TESObjectREFR* GetFacingTarget() override; // 18
36  void SetWindPoint(const NiPoint3& a_point) override; // 1E - { windPoint = a_point; }
37  const NiPoint3& GetWindPoint() override; // 1F - { return windPoint; }
38  bool GetAllowNo3D() override; // 20
39  void SaveGame(BGSSaveGameBuffer* a_buf) override; // 21
40  void LoadGame(BGSLoadGameBuffer* a_buf) override; // 22
41 
42  // members
46  private:
47  KEEP_FOR_RE()
48  };
49  static_assert(sizeof(ActiveEffectReferenceEffectController) == 0x20);
50 }
#define KEEP_FOR_RE()
Definition: PCH.h:713
Definition: ActiveEffectReferenceEffectController.h:12
static constexpr auto RTTI
Definition: ActiveEffectReferenceEffectController.h:14
static constexpr auto VTABLE
Definition: ActiveEffectReferenceEffectController.h:15
NiPoint3 windPoint
Definition: ActiveEffectReferenceEffectController.h:45
void LoadGame(BGSLoadGameBuffer *a_buf) override
void HandleEvent(const BSFixedString &a_event) override
void RemoveHitEffect(ReferenceEffect *a_refEffect) override
TESObjectREFR * GetFacingTarget() override
ActiveEffect * effect
Definition: ActiveEffectReferenceEffectController.h:43
void SaveGame(BGSSaveGameBuffer *a_buf) override
BGSArtObject * GetHitEffectArt() override
const NiPoint3 & GetSourcePosition() override
TESObjectREFR * GetTargetReference() override
ObjectRefHandle target
Definition: ActiveEffectReferenceEffectController.h:44
void SwitchAttachedRoot(NiNode *a_root, NiNode *a_attachRoot) override
TESEffectShader * GetHitEffectShader() override
void SetWindPoint(const NiPoint3 &a_point) override
const NiPoint3 & GetWindPoint() override
Definition: ActiveEffect.h:27
Definition: BGSArtObject.h:12
Definition: BGSLoadGameBuffer.h:6
Definition: BGSSaveGameBuffer.h:10
Definition: NiNode.h:12
Definition: NiPoint3.h:6
Definition: ReferenceEffectController.h:19
Definition: ReferenceEffect.h:12
Definition: TESEffectShader.h:182
Definition: TESObjectREFR.h:113
Definition: AbsorbEffect.h:6
constexpr std::array< REL::ID, 1 > VTABLE_ActiveEffectReferenceEffectController
Definition: Offsets_VTABLE.h:7361
constexpr REL::ID RTTI_ActiveEffectReferenceEffectController(static_cast< std::uint64_t >(686474))