#define KEEP_FOR_RE()
Definition: PCH.h:713
Definition: NiAVObject.h:57
Definition: SpellItem.h:16
Definition: TESObjectREFR.h:113
Definition: TESWeather.h:17
Definition: TaskQueueInterface.h:15
void QueueUpdateDestructibleObject(TESObjectREFR *a_refr, float a_damage, bool a_arg3, TESObjectREFR *a_cause)
static bool ShouldUseTaskQueue()
void QueueForceWeather(TESWeather *a_weather, bool a_forceOverride)
void QueueAddRipple(float a_scale, const NiPoint3 &a_pos)
void QueueNodeDetach(NiAVObject *a_obj)
void QueueActorDisarm(ActorHandle &a_target, ActorHandle &a_caster)
void QueueNodeAttach(NiAVObject *a_obj, NiNode *a_root, bool a_arg3=true, bool a_arg4=false)
void QueueRemoveSpell(ActorHandle &a_actor, SpellItem *a_spellItem)
static TaskQueueInterface * GetSingleton()
Definition: AbsorbEffect.h:6