29 class BGSInstancedQuestObjective;
31 class bhkMouseSpringAction;
37 class ImageSpaceModifierInstanceDOF;
38 class InventoryEntryData;
39 class MenuModeChangeEvent;
40 class MenuOpenCloseEvent;
42 class NiBillboardNode;
48 class UserEventEnabledEvent;
49 struct BGSActorCellEvent;
50 struct BGSActorDeathEvent;
52 struct PositionPlayerEvent;
53 struct TESQuestStageItem;
54 struct TESTrackedStatsEvent;
56 struct VRDeviceConnectionChange;
57 struct VROverlayChange;
58 struct VRResetHMDHeight;
331 static_assert(
sizeof(
Unk00Data) == 0x18);
341 static_assert(
sizeof(
Unk18Data) == 0x18);
412 static_assert(
sizeof(
Data) == 0x128);
425 void AttachWeapon(
RE::TESObjectWEAP* a_weapon,
bool attachToShieldHand)
override;
458 TintMask*
GetTintMask(std::uint32_t a_tintType, std::uint32_t a_index);
464 bool IsGrabbingWithDevice(
VR_DEVICE a_device)
const;
484 GetEventSource<T>()->AddEventSink(a_sink);
695 std::uint32_t unk550;
696 std::uint32_t unk554;
708 std::uint32_t unk5B0;
709 std::uint32_t unk5B4;
710 std::uint64_t unk5B8;
712 std::uint32_t unk5C4;
718 std::uint64_t unk5F0;
722 float currentArrowSnapDistance;
723 std::uint32_t unk614;
724 float currentBowDrawAmount;
725 float lastRumbleBowDrawAmount;
726 std::uint64_t unk620;
727 std::uint64_t unk628;
728 std::uint64_t unk630;
729 void* QuestMarkerBillBoardsNodeArray;
730 void* TeleportNodeArray;
731 void* QuestMarkerBillBoardsNodeArray2;
732 std::uint64_t unk650;
733 void* TeleportNodeArray2;
734 void* QuestMarkerBillBoardsNodeArray3;
735 std::uint64_t unk668;
737 std::uint32_t unk674;
738 void* TeleportNodeArray3;
739 std::uint64_t unk680;
740 std::uint64_t unk688;
741 std::uint64_t unk690;
742 std::uint64_t unk698;
743 std::uint64_t unk6A0;
744 std::uint64_t unk6A8[0x5];
745 std::uint32_t unk6D0;
746 std::uint32_t isRightHandMainHand;
747 std::uint32_t isLeftHandMainHand;
748 std::uint32_t unk6DC;
749 std::uint64_t unk6F0[0x5D];
754 std::uint32_t padA34;
759 std::uint32_t padA8C;
778 std::uint32_t padC2C;
783 std::uint32_t unkCA4;
785 std::uint64_t unkCB0;
792 std::uint32_t unkCD4;
803 std::uint64_t unkD20;
811 std::uint64_t unkE90;
812 VRGrabData grabbedObjectData[VR_DEVICE::kTotal];
815 std::uint64_t unkFD8;
817 std::uint32_t unkFE4;
831 std::uint32_t pad1024;
834 std::uint32_t unk1034;
836 std::uint64_t unk1040;
837 std::uint32_t
crimeCounts[PackageNS::CRIME_TYPES::kTotal];
865 std::uint32_t unk111C;
866 std::uint8_t unk1120[0xA0];
890 std::uint64_t unk1240[0x11];
899 #ifndef SKYRIM_SUPPORT_AE
Definition: AlchemyItem.h:24
Definition: BGSLocation.h:68
Definition: BGSTextureSet.h:16
Definition: BSAtomic.h:92
Definition: BSTArray.h:378
Definition: BSTEvent.h:143
Definition: BSTEvent.h:19
Definition: BSTHashMap.h:21
Definition: BSTSmartPointer.h:37
Definition: Character.h:8
Definition: CombatGroup.h:74
Definition: DialoguePackage.h:10
Definition: ImageSpaceModifierInstanceDOF.h:9
Definition: InventoryEntryData.h:15
Definition: MagicItem.h:30
Definition: NiSmartPointer.h:9
Definition: PlayerCharacter.h:120
std::uint32_t pad44
Definition: PlayerCharacter.h:138
NiPoint3 angle
Definition: PlayerCharacter.h:128
TESObjectCELL * interior
Definition: PlayerCharacter.h:126
NiPoint3 location
Definition: PlayerCharacter.h:127
bool resetWeather
Definition: PlayerCharacter.h:134
bool isValid
Definition: PlayerCharacter.h:136
bool allowAutoSave
Definition: PlayerCharacter.h:135
RefHandle fastTravelMarker
Definition: PlayerCharacter.h:132
std::int64_t arrivalFuncData
Definition: PlayerCharacter.h:130
void(std::int64_t) ArrivalFunc_t
Definition: PlayerCharacter.h:122
TESWorldSpace * world
Definition: PlayerCharacter.h:125
RefHandle furnitureRef
Definition: PlayerCharacter.h:131
ArrivalFunc_t * arrivalFunc
Definition: PlayerCharacter.h:129
std::uint8_t pad43
Definition: PlayerCharacter.h:137
Definition: PlayerCharacter.h:190
BGSNote * unusedNote2
Definition: PlayerCharacter.h:500
PreTransformationData * preTransformationData
Definition: PlayerCharacter.h:647
BSTHashMap< const TESFaction *, CrimeGoldStruct > crimeGoldMap
Definition: PlayerCharacter.h:490
std::uint64_t unkB90
Definition: PlayerCharacter.h:644
BSSimpleList< TESQuestStageItem * > questLog
Definition: PlayerCharacter.h:509
BSTSmallArray< void *, 4 > unkBA0
Definition: PlayerCharacter.h:646
BSSimpleList< ObjectRefHandle > droppedRefList
Definition: PlayerCharacter.h:513
std::uint32_t unk984
Definition: PlayerCharacter.h:586
float grabDistance
Definition: PlayerCharacter.h:556
NiPointer< BSLight > thirdPersonLight
Definition: PlayerCharacter.h:591
TESBoundObject * lastOneHandItems[2]
Definition: PlayerCharacter.h:602
std::uint32_t unk964
Definition: PlayerCharacter.h:581
BSTArray< PerkRankData * > addedPerks
Definition: PlayerCharacter.h:501
BSTHashMap< UnkKey, UnkValue > currentSayOnceInfosMap
Definition: PlayerCharacter.h:512
static PlayerCharacter * GetSingleton()
ObjectRefHandle commandWaitMarker
Definition: PlayerCharacter.h:492
TeleportPath * playerMarkerPath
Definition: PlayerCharacter.h:575
BSSoundHandle magicFailureSound
Definition: PlayerCharacter.h:520
NiPoint3 dynamicDOFLastAngle
Definition: PlayerCharacter.h:540
std::int32_t vampireFeedDetection
Definition: PlayerCharacter.h:547
BSTHashMap< const TESFaction *, FriendshipFactionsStruct > factionOwnerFriendsMap
Definition: PlayerCharacter.h:494
std::uint64_t unkB78
Definition: PlayerCharacter.h:640
NiPoint3 exteriorPosition
Definition: PlayerCharacter.h:516
NiPointer< NiAVObject > targeted3D
Definition: PlayerCharacter.h:598
std::uint32_t mapMarkerIterator
Definition: PlayerCharacter.h:548
QueuedWeapon queuedWeaponAttachs[WEAPON_TYPE::kTotal]
Definition: PlayerCharacter.h:546
std::uint32_t padB4C
Definition: PlayerCharacter.h:636
float unk8D4
Definition: PlayerCharacter.h:557
std::uint64_t unkB68
Definition: PlayerCharacter.h:638
std::int32_t hoursToSleep
Definition: PlayerCharacter.h:567
ActorHandle autoAimActor
Definition: PlayerCharacter.h:595
void AddEventSink(BSTEventSink< T > *a_sink)
Definition: PlayerCharacter.h:482
std::int32_t difficulty
Definition: PlayerCharacter.h:622
TESRace * charGenRace
Definition: PlayerCharacter.h:633
ActorHandle lastRiddenMount
Definition: PlayerCharacter.h:570
std::uint32_t unkB04
Definition: PlayerCharacter.h:628
ByCharGenFlag
Definition: PlayerCharacter.h:211
static constexpr auto RTTI
Definition: PlayerCharacter.h:192
std::uint32_t crimeCounts[PackageNS::CRIME_TYPES::kTotal]
Definition: PlayerCharacter.h:580
BSTHashMap< const TESFaction *, StolenItemValueStruct > stolenItemValueMap
Definition: PlayerCharacter.h:491
BSTEventSource< T > * GetEventSource()
Definition: PlayerCharacter.h:476
std::uint32_t valueStolen
Definition: PlayerCharacter.h:569
PLAYER_ACTION mostRecentAction
Definition: PlayerCharacter.h:551
std::int32_t jailSentence
Definition: PlayerCharacter.h:543
bool CenterOnCell(const char *a_cellName)
RefHandle unk9BC
Definition: PlayerCharacter.h:596
ActorHandle actorDoingPlayerCommand
Definition: PlayerCharacter.h:552
std::uint8_t unk6FD
Definition: PlayerCharacter.h:538
BSTArray< ObjectRefHandle > currentMapMarkers
Definition: PlayerCharacter.h:504
BSSpinLock questTargetsLock
Definition: PlayerCharacter.h:489
AITimeStamp warnToLeaveTimeStamp
Definition: PlayerCharacter.h:531
std::uint64_t unk8D8
Definition: PlayerCharacter.h:558
BSSoundHandle shoutFailureSound
Definition: PlayerCharacter.h:521
std::uint32_t GetNumTints(std::uint32_t a_tintType)
stl::enumeration< DEFAULT_OBJECT, std::int32_t > animationObjectAction
Definition: PlayerCharacter.h:620
ImageSpaceModifierInstanceDOF * vatsDOFInstance
Definition: PlayerCharacter.h:534
void AddPlayerAddItemEvent(TESObject *a_object, TESForm *a_owner, TESObjectREFR *a_container, AQUIRE_TYPE a_type)
std::uint32_t unkAC0
Definition: PlayerCharacter.h:610
NiPoint3 dynamicDOFLastPosition
Definition: PlayerCharacter.h:541
std::uint32_t pad6AC
Definition: PlayerCharacter.h:522
std::int32_t unkB88
Definition: PlayerCharacter.h:642
std::uint32_t pad6DC
Definition: PlayerCharacter.h:532
BSTHashMap< TESQuest *, BSTArray< TESQuestTarget * > * > questTargets
Definition: PlayerCharacter.h:511
std::uint32_t unk994
Definition: PlayerCharacter.h:589
std::uint32_t unk6B8
Definition: PlayerCharacter.h:524
TESForm * advanceObject
Definition: PlayerCharacter.h:601
NiPointer< Actor > GetActorDoingPlayerCommand() const
TintMask * GetTintMask(std::uint32_t a_tintType, std::uint32_t a_index)
std::uint64_t unk9C0
Definition: PlayerCharacter.h:597
bool AttemptPickpocket(TESObjectREFR *a_containerRef, InventoryEntryData *a_entry, std::int32_t a_number, bool a_fromContainer=true)
ActorHandle lightTarget
Definition: PlayerCharacter.h:571
std::uint64_t unk940
Definition: PlayerCharacter.h:579
TESWorldSpace * cachedWorldSpace
Definition: PlayerCharacter.h:515
NiPointer< TESObjectREFR > GetGrabbedRef()
virtual void ClearAllCrimeGold(TESFaction *a_faction)
std::int32_t characterSeed
Definition: PlayerCharacter.h:585
void RemoveWeapon(BIPED_OBJECT equipIndex) override
PlayerSkills * skills
Definition: PlayerCharacter.h:594
BSTArray< TintMask * > * overlayTintMasks
Definition: PlayerCharacter.h:631
BSTArray< ActorHandle > actorsToDisplayOnTheHUDArray
Definition: PlayerCharacter.h:600
std::uint32_t sleepSeconds
Definition: PlayerCharacter.h:560
std::int8_t murder
Definition: PlayerCharacter.h:624
ImageSpaceModifierInstanceDOF * ironsightsDOFInstance
Definition: PlayerCharacter.h:533
BSTArray< BGSInstancedQuestObjective > objectives
Definition: PlayerCharacter.h:510
BSSoundHandle unusedSound
Definition: PlayerCharacter.h:519
stl::enumeration< GrabbingType, std::uint32_t > grabType
Definition: PlayerCharacter.h:621
TESRace * race2
Definition: PlayerCharacter.h:634
std::uint32_t unk934
Definition: PlayerCharacter.h:577
AlchemyItem * pendingPoison
Definition: PlayerCharacter.h:582
DialoguePackage * aiConversationRunning
Definition: PlayerCharacter.h:526
std::uint32_t unk8E0
Definition: PlayerCharacter.h:559
TESClass * defaultClass
Definition: PlayerCharacter.h:578
RefHandle forceActivateRef
Definition: PlayerCharacter.h:549
TESForm * lastKnownGoodLocation
Definition: PlayerCharacter.h:587
BSTSmartPointer< BipedAnim > largeBiped
Definition: PlayerCharacter.h:561
float dropAngleMod
Definition: PlayerCharacter.h:592
NiPoint3 lastKnownGoodPosition
Definition: PlayerCharacter.h:495
void SetAIDriven(bool a_enable)
std::int32_t numberofPickpocketWarnings
Definition: PlayerCharacter.h:529
CombatGroup * combatGroup
Definition: PlayerCharacter.h:599
float pickPocketWarningTimer
Definition: PlayerCharacter.h:530
virtual std::uint32_t GetNonViolentCrimeGoldValue(const TESFaction *a_faction) const
bool CenterOnCell(TESObjectCELL *a_cell)
float yieldTimer
Definition: PlayerCharacter.h:605
BGSLocation * currentLocation
Definition: PlayerCharacter.h:612
float sortActorDistanceTimer
Definition: PlayerCharacter.h:572
NiTMap< std::uint32_t, std::uint8_t > randomDoorSpaceMap
Definition: PlayerCharacter.h:514
PlayerActionObject playerActionObjects[15]
Definition: PlayerCharacter.h:550
void DestroyMouseSprings()
float sitHeadingDelta
Definition: PlayerCharacter.h:573
std::int64_t totalPlayingTime
Definition: PlayerCharacter.h:584
float grabObjectWeight
Definition: PlayerCharacter.h:555
float dynamicDOFFocusTime
Definition: PlayerCharacter.h:536
BSTArray< std::uint64_t > unkB50
Definition: PlayerCharacter.h:637
NiPoint3 cachedVelocity
Definition: PlayerCharacter.h:497
virtual void Unk_12A(void)
std::uint64_t unkB70
Definition: PlayerCharacter.h:639
TESFaction * currentPrisonFaction
Definition: PlayerCharacter.h:542
std::int8_t perkCount
Definition: PlayerCharacter.h:625
virtual void Unk_12E(void)
BSTArray< void * > imageSpaceModifierAnims1
Definition: PlayerCharacter.h:507
bool HasActorDoingCommand() const
NiPointer< BSLight > firstPersonLight
Definition: PlayerCharacter.h:590
float powerAttackTimer
Definition: PlayerCharacter.h:566
float GetDamage(InventoryEntryData *a_form)
float combatTimer
Definition: PlayerCharacter.h:604
std::int32_t unkB48
Definition: PlayerCharacter.h:635
std::uint32_t pad444
Definition: PlayerCharacter.h:493
BSTArray< ProjectileHandle > runesCast
Definition: PlayerCharacter.h:506
~PlayerCharacter() override
DialoguePackage * closestConversation
Definition: PlayerCharacter.h:523
void PlayPickupEvent(TESForm *a_item, TESForm *a_containerOwner, TESObjectREFR *a_containerRef, EventType a_eventType)
float encumberedTimer
Definition: PlayerCharacter.h:565
float lastDropAngleMod
Definition: PlayerCharacter.h:593
void SetEscaping(bool a_flag, bool a_escaped)
std::uint32_t teammateCount
Definition: PlayerCharacter.h:603
std::uint32_t pad49C
Definition: PlayerCharacter.h:498
std::uint32_t pad63C
Definition: PlayerCharacter.h:517
float stealWarningTimer
Definition: PlayerCharacter.h:528
std::uint8_t padB03
Definition: PlayerCharacter.h:627
TESImageSpaceModifier * sunGazeImageSpaceModifier
Definition: PlayerCharacter.h:617
void AddSkillExperience(ActorValue a_skill, float a_experience)
std::uint32_t unkAC4
Definition: PlayerCharacter.h:611
AITimeStamp cachedVelocityTimeStamp
Definition: PlayerCharacter.h:613
std::uint32_t padB8C
Definition: PlayerCharacter.h:643
virtual std::uint32_t GetViolentCrimeGoldValue(const TESFaction *a_faction) const
std::int32_t amountStolenSold
Definition: PlayerCharacter.h:568
ActorHandle assumedIdentity
Definition: PlayerCharacter.h:623
NiPoint3 bulletAutoAim
Definition: PlayerCharacter.h:496
ObjectRefHandle playerMapMarker
Definition: PlayerCharacter.h:574
float GetArmorValue(InventoryEntryData *a_form)
NiPointer< NiNode > firstPerson3D
Definition: PlayerCharacter.h:562
GrabbingType
Definition: PlayerCharacter.h:204
std::uint64_t unkB80
Definition: PlayerCharacter.h:641
static constexpr auto VTABLE
Definition: PlayerCharacter.h:193
ObjectRefHandle grabbedObject
Definition: PlayerCharacter.h:554
std::uint32_t skillTrainingsThisLevel
Definition: PlayerCharacter.h:576
float greetTimer
Definition: PlayerCharacter.h:564
float sunGazeTimer
Definition: PlayerCharacter.h:616
BSTArray< BSTTuple< NiPoint3, AITimeStamp > > velocityArray
Definition: PlayerCharacter.h:505
float commandTimer
Definition: PlayerCharacter.h:615
void PlayMagicFailureSound(MagicSystem::SpellType a_spellType)
std::uint8_t unkA20[0xA0]
Definition: PlayerCharacter.h:609
float drawSheatheSafetyTimer
Definition: PlayerCharacter.h:607
float chaseTimer
Definition: PlayerCharacter.h:606
std::uint32_t pad724
Definition: PlayerCharacter.h:544
BGSTextureSet * complexion
Definition: PlayerCharacter.h:632
ImageSpaceModifierInstanceDOF * dynamicDOFInstance
Definition: PlayerCharacter.h:535
BSTArray< void * > imageSpaceModifierAnims2
Definition: PlayerCharacter.h:508
ActorValue advanceSkill
Definition: PlayerCharacter.h:618
std::uint32_t advanceAction
Definition: PlayerCharacter.h:619
BSTArray< BGSPerk * > perks
Definition: PlayerCharacter.h:502
std::uint16_t unk6FE
Definition: PlayerCharacter.h:539
stl::enumeration< ByCharGenFlag, std::uint8_t > byCharGenFlag
Definition: PlayerCharacter.h:626
float telekinesisDistance
Definition: PlayerCharacter.h:614
bool dynamicDOFFocused
Definition: PlayerCharacter.h:537
InventoryEntryData * temperingItem
Definition: PlayerCharacter.h:645
std::uint32_t unkA1C
Definition: PlayerCharacter.h:608
bool CheckCast(MagicItem *a_spell, Effect *a_effect, MagicSystem::CannotCastReason &a_reason)
PLAYER_TARGET_LOC queuedTargetLoc
Definition: PlayerCharacter.h:518
Crime * resistArrestCrime
Definition: PlayerCharacter.h:629
std::int32_t numberofStealWarnings
Definition: PlayerCharacter.h:527
void * unk728
Definition: PlayerCharacter.h:545
BSTSmallArray< hkRefPtr< bhkMouseSpringAction >, 4 > grabSpring
Definition: PlayerCharacter.h:553
BGSNote * unusedNote
Definition: PlayerCharacter.h:499
BSTArray< TintMask * > tintMasks
Definition: PlayerCharacter.h:630
static constexpr auto FORMTYPE
Definition: PlayerCharacter.h:194
BSTArray< TintMask * > & GetTintList()
float eyeHeight
Definition: PlayerCharacter.h:563
EventType
Definition: PlayerCharacter.h:197
PlayerFlags playerFlags
Definition: PlayerCharacter.h:648
TintMask * GetOverlayTintMask(TintMask *a_original)
std::uint32_t unk6BC
Definition: PlayerCharacter.h:525
std::uint32_t unk990
Definition: PlayerCharacter.h:588
std::int64_t lastPlayingTimeUpdate
Definition: PlayerCharacter.h:583
std::int32_t GetItemCount(TESBoundObject *a_object)
BSTArray< BGSPerk * > standingStonePerks
Definition: PlayerCharacter.h:503
Definition: TESBoundObject.h:26
Definition: TESClass.h:88
Definition: TESFaction.h:120
Definition: TESImageSpaceModifier.h:111
Definition: TESObjectCELL.h:119
Definition: TESObjectREFR.h:113
Definition: TESObjectWEAP.h:79
Definition: TESObject.h:11
Definition: TESRace.h:149
Definition: TESWorldSpace.h:120
SpellType
Definition: MagicSystem.h:64
CannotCastReason
Definition: MagicSystem.h:13
Definition: AbsorbEffect.h:6
constexpr REL::ID RTTI_PlayerCharacter(static_cast< std::uint64_t >(686898))
ActorValue
Definition: ActorValues.h:6
PLAYER_ACTION
Definition: PlayerCharacter.h:62
AQUIRE_TYPE
Definition: BGSAddToPlayerInventoryEvent.h:11
VR_Bow_State
Definition: PlayerCharacter.h:84
@ kNone
Definition: PlayerCharacter.h:85
@ kNoAmmo
Definition: PlayerCharacter.h:86
@ kIdle
Definition: PlayerCharacter.h:87
@ kArrowKnocked
Definition: PlayerCharacter.h:88
constexpr std::array< REL::ID, 14 > VTABLE_PlayerCharacter
Definition: Offsets_VTABLE.h:12552
std::uint32_t RefHandle
Definition: BSCoreTypes.h:6
Definition: AITimeStamp.h:6
BIPED_OBJECT
Definition: BipedObjects.h:8
Definition: BSSoundHandle.h:10
Definition: PlayerCharacter.h:92
float nonViolentCur
Definition: PlayerCharacter.h:96
float violentInfamy
Definition: PlayerCharacter.h:98
float nonViolentInfamy
Definition: PlayerCharacter.h:97
float violentCur
Definition: PlayerCharacter.h:95
Definition: PlayerCharacter.h:112
std::uint16_t friendCounts[4]
Definition: PlayerCharacter.h:115
Definition: PlayerCharacter.h:159
RefHandle refObj
Definition: PlayerCharacter.h:163
float timer
Definition: PlayerCharacter.h:162
stl::enumeration< PLAYER_ACTION, std::uint32_t > next
Definition: PlayerCharacter.h:164
Definition: PlayerCharacter.h:236
bool everModded
Definition: PlayerCharacter.h:281
bool goToJailQueued
Definition: PlayerCharacter.h:276
bool unk1_4
Definition: PlayerCharacter.h:250
bool unk3_3
Definition: PlayerCharacter.h:265
bool unk2_0
Definition: PlayerCharacter.h:254
std::uint16_t pad6
Definition: PlayerCharacter.h:285
bool isSungazing
Definition: PlayerCharacter.h:279
bool travelUseDoor
Definition: PlayerCharacter.h:238
bool aiControlledFromPos
Definition: PlayerCharacter.h:256
bool aiControlledPackage
Definition: PlayerCharacter.h:257
bool unk1_0
Definition: PlayerCharacter.h:246
bool unk4_7
Definition: PlayerCharacter.h:277
bool unk1_1
Definition: PlayerCharacter.h:247
bool aiControlledToPos
Definition: PlayerCharacter.h:255
bool unk3_2
Definition: PlayerCharacter.h:264
bool unk0_4
Definition: PlayerCharacter.h:242
bool pad5_5
Definition: PlayerCharacter.h:284
bool unk1_3
Definition: PlayerCharacter.h:249
bool magickaTutorialShown
Definition: PlayerCharacter.h:274
bool escaping
Definition: PlayerCharacter.h:244
bool unk2_7
Definition: PlayerCharacter.h:261
bool isInThirdPersonMode
Definition: PlayerCharacter.h:262
bool unk4_2
Definition: PlayerCharacter.h:272
bool attemptedYieldInCurrentCombat
Definition: PlayerCharacter.h:268
bool greetingPlayer
Definition: PlayerCharacter.h:252
bool target3DDistant
Definition: PlayerCharacter.h:266
bool returnToLastKnownGoodPosition
Definition: PlayerCharacter.h:258
bool unk2_6
Definition: PlayerCharacter.h:260
bool shouldUpdateCrosshair
Definition: PlayerCharacter.h:271
bool unk3_1
Definition: PlayerCharacter.h:263
bool healthTutorialShown
Definition: PlayerCharacter.h:273
bool forceQuestTargetRepath
Definition: PlayerCharacter.h:245
bool fastTraveling
Definition: PlayerCharacter.h:239
bool unk1_5
Definition: PlayerCharacter.h:251
bool sleeping
Definition: PlayerCharacter.h:248
bool overAutoAimTarget
Definition: PlayerCharacter.h:240
bool isInCombat
Definition: PlayerCharacter.h:267
bool showQuestItems
Definition: PlayerCharacter.h:241
bool servingJailTime
Definition: PlayerCharacter.h:282
bool isLoading
Definition: PlayerCharacter.h:270
bool isSprinting
Definition: PlayerCharacter.h:278
bool unk3_7
Definition: PlayerCharacter.h:269
bool unk1_7
Definition: PlayerCharacter.h:253
bool hasQueuedEquipAnim
Definition: PlayerCharacter.h:243
bool isBeingChased
Definition: PlayerCharacter.h:259
bool dragonRideTargetLocked
Definition: PlayerCharacter.h:280
bool staminaTutorialShown
Definition: PlayerCharacter.h:275
Definition: PlayerCharacter.h:397
float level
Definition: PlayerCharacter.h:400
float levelThreshold
Definition: PlayerCharacter.h:402
float xp
Definition: PlayerCharacter.h:401
Definition: PlayerCharacter.h:370
Skill
Definition: PlayerCharacter.h:372
@ kIllusion
Definition: PlayerCharacter.h:388
@ kAlchemy
Definition: PlayerCharacter.h:383
@ kSneak
Definition: PlayerCharacter.h:382
@ kEnchanting
Definition: PlayerCharacter.h:390
@ kLightArmor
Definition: PlayerCharacter.h:379
@ kArchery
Definition: PlayerCharacter.h:375
@ kSmithing
Definition: PlayerCharacter.h:377
@ kDestruction
Definition: PlayerCharacter.h:387
@ kPickpocket
Definition: PlayerCharacter.h:380
@ kLockpicking
Definition: PlayerCharacter.h:381
@ kTwoHanded
Definition: PlayerCharacter.h:374
@ kOneHanded
Definition: PlayerCharacter.h:373
@ kRestoration
Definition: PlayerCharacter.h:389
@ kConjuration
Definition: PlayerCharacter.h:386
@ kTotal
Definition: PlayerCharacter.h:391
@ kAlteration
Definition: PlayerCharacter.h:385
@ kBlock
Definition: PlayerCharacter.h:376
@ kSpeech
Definition: PlayerCharacter.h:384
@ kHeavyArmor
Definition: PlayerCharacter.h:378
Definition: PlayerCharacter.h:367
SkillData skills[Skill::kTotal]
Definition: PlayerCharacter.h:409
float xp
Definition: PlayerCharacter.h:404
float levelThreshold
Definition: PlayerCharacter.h:408
std::uint32_t legendaryLevels[Skill::kTotal]
Definition: PlayerCharacter.h:410
Definition: PlayerCharacter.h:364
Data * data
Definition: PlayerCharacter.h:417
void AdvanceLevel(bool a_addThreshold)
Definition: PlayerCharacter.h:311
TESObjectWEAP * rightHandWeapon
Definition: PlayerCharacter.h:314
TESObjectWEAP * leftHandWeapon
Definition: PlayerCharacter.h:315
Definition: PlayerCharacter.h:323
TESWorldSpace * worldspace
Definition: PlayerCharacter.h:328
char pad01[7]
Definition: PlayerCharacter.h:327
bool unk00
Definition: PlayerCharacter.h:326
TESObjectCELL * interiorCell
Definition: PlayerCharacter.h:329
Definition: PlayerCharacter.h:334
std::uint64_t unk10
Definition: PlayerCharacter.h:339
std::uint64_t unk08
Definition: PlayerCharacter.h:338
RE::TESObjectREFR * unk00
Definition: PlayerCharacter.h:337
Definition: PlayerCharacter.h:320
BSTArray< Unk00Data > unk00
Definition: PlayerCharacter.h:341
std::uint64_t unk38
Definition: PlayerCharacter.h:347
BSTArray< Unk18Data > unk18
Definition: PlayerCharacter.h:345
std::uint64_t unk30
Definition: PlayerCharacter.h:346
std::uint64_t unk40
Definition: PlayerCharacter.h:348
Definition: PlayerCharacter.h:218
GrabbingType grabType
Definition: PlayerCharacter.h:224
BSTSmallArray< hkRefPtr< bhkMouseSpringAction >, 4 > grabSpring
Definition: PlayerCharacter.h:221
float grabObjectWeight
Definition: PlayerCharacter.h:223
std::uint32_t unk60
Definition: PlayerCharacter.h:230
float grabDistance
Definition: PlayerCharacter.h:225
std::double_t unk50
Definition: PlayerCharacter.h:228
std::double_t unk40
Definition: PlayerCharacter.h:226
std::uint64_t unk48
Definition: PlayerCharacter.h:227
std::uint64_t unk58
Definition: PlayerCharacter.h:229
std::uint32_t unk64Flags
Definition: PlayerCharacter.h:231
ObjectRefHandle grabbedObject
Definition: PlayerCharacter.h:222
Definition: PlayerCharacter.h:103
std::int32_t unwitnessed
Definition: PlayerCharacter.h:106
std::int32_t witnessed
Definition: PlayerCharacter.h:107
VR_DEVICE
Definition: CrosshairPickData.h:15