#define KEEP_FOR_RE()
Definition: PCH.h:713
Definition: BGSLoadGameBuffer.h:6
Definition: BGSSaveGameBuffer.h:10
Definition: CombatController.h:23
CATEGORY
Definition: CombatInventoryItem.h:56
Definition: CombatMagicCasterReanimate.h:9
void SetupAimController(CombatProjectileAimController *a_aimController) override
static constexpr auto VTABLE
Definition: CombatMagicCasterReanimate.h:12
bool CheckStartCast(CombatController *a_combatController) override
NiPointer< CombatProjectileAimController > aimController
Definition: CombatMagicCasterReanimate.h:27
void LoadGame(BGSLoadGameBuffer *a_buf) override
~CombatMagicCasterReanimate() override
void NotifyStopCast(CombatController *a_combatController) override
void * GetMagicTarget(CombatController *a_combatController) const override
CombatInventoryItem::CATEGORY GetCategory() override
static constexpr auto RTTI
Definition: CombatMagicCasterReanimate.h:11
ActorHandle reanimateTarget
Definition: CombatMagicCasterReanimate.h:28
std::uint32_t GetObjectType() override
void SaveGame(BGSSaveGameBuffer *a_buf) override
Definition: CombatMagicCaster.h:14
Definition: AbsorbEffect.h:6
constexpr std::array< REL::ID, 1 > VTABLE_CombatMagicCasterReanimate
Definition: Offsets_VTABLE.h:11057
constexpr REL::ID RTTI_CombatMagicCasterReanimate(static_cast< std::uint64_t >(687637))