#define KEEP_FOR_RE()
Definition: PCH.h:713
Definition: BGSEquipSlot.h:10
Definition: BGSLoadGameBuffer.h:6
Definition: BGSSaveGameBuffer.h:10
Definition: CombatController.h:23
Definition: CombatInventoryItemMagic.h:12
float GetMaxRange() override
float GetEquipRange() override
float tacticalDuration
Definition: CombatInventoryItemMagic.h:41
static constexpr auto RTTI
Definition: CombatInventoryItemMagic.h:14
static constexpr auto VTABLE
Definition: CombatInventoryItemMagic.h:15
virtual MagicItem * GetMagic()
~CombatInventoryItemMagic() override
bool CheckBusy(CombatController *a_controller) override
float GetOptimalRange() override
void LoadGame(BGSLoadGameBuffer *a_buf) override
float maxRange
Definition: CombatInventoryItemMagic.h:40
float currentAV
Definition: CombatInventoryItemMagic.h:43
Effect * effect
Definition: CombatInventoryItemMagic.h:44
void SaveGame(BGSSaveGameBuffer *a_buf) override
float minRange
Definition: CombatInventoryItemMagic.h:39
bool CheckShouldEquip(CombatController *a_controller) override
float GetMinRange() override
virtual void * CreateCaster()=0
float CalculateScore(CombatController *a_controller) override
float power
Definition: CombatInventoryItemMagic.h:42
bool GetResource(CombatInventoryItemResource &a_resource) override
TYPE GetEquipType(BGSEquipSlot a_slot) override
Definition: CombatInventoryItem.h:35
TYPE
Definition: CombatInventoryItem.h:41
Definition: MagicItem.h:30
Definition: AbsorbEffect.h:6
constexpr REL::ID RTTI_CombatInventoryItemMagic(static_cast< std::uint64_t >(687597))
constexpr std::array< REL::ID, 1 > VTABLE_CombatInventoryItemMagic
Definition: Offsets_VTABLE.h:10963
Definition: CombatInventoryItem.h:15