#include <ActiveEffect.h>
◆ ConditionStatus
◆ Flag
Enumerator |
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kHasConditions | |
kEnchanting | |
kRecovers | |
kDual | |
kInactive | |
kDispelled | |
◆ ~ActiveEffect()
virtual RE::ActiveEffect::~ActiveEffect |
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virtual |
◆ AdjustForPerks()
virtual void RE::ActiveEffect::AdjustForPerks |
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Actor * |
a_caster, |
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MagicTarget * |
a_target |
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) |
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◆ CanFinish()
virtual bool RE::ActiveEffect::CanFinish |
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◆ CheckCustomSkillUseConditions()
virtual bool RE::ActiveEffect::CheckCustomSkillUseConditions |
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const |
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◆ ClearTargetImpl()
virtual void RE::ActiveEffect::ClearTargetImpl |
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◆ Compare()
virtual std::int32_t RE::ActiveEffect::Compare |
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ActiveEffect * |
a_otherEffect | ) |
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◆ Dispel()
void RE::ActiveEffect::Dispel |
( |
bool |
a_force | ) |
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◆ EvaluateConditions()
virtual void RE::ActiveEffect::EvaluateConditions |
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float |
a_delta, |
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bool |
a_forceUpdate |
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) |
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virtual |
◆ Finish()
virtual void RE::ActiveEffect::Finish |
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Reimplemented in RE::WerewolfEffect, RE::VampireLordEffect, RE::ValueModifierEffect, RE::TelekinesisEffect, RE::SummonCreatureEffect, RE::SpawnHazardEffect, RE::SoulTrapEffect, RE::SlowTimeEffect, RE::ScriptEffect, RE::ReanimateEffect, RE::ParalysisEffect, RE::NightEyeEffect, RE::LightEffect, RE::InvisibilityEffect, RE::GuideEffect, RE::GrabActorEffect, RE::FrenzyEffect, RE::EtherealizationEffect, RE::EnhanceWeaponEffect, RE::DisguiseEffect, RE::DarknessEffect, RE::CommandEffect, RE::BoundItemEffect, and RE::AccumulatingValueModifierEffect.
◆ FinishLoadGame()
◆ GetAllowMultipleCastingSourceStacking()
virtual bool RE::ActiveEffect::GetAllowMultipleCastingSourceStacking |
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◆ GetBaseObject() [1/2]
◆ GetBaseObject() [2/2]
◆ GetCasterActor()
◆ GetCustomSkillUseMagnitudeMultiplier()
virtual float RE::ActiveEffect::GetCustomSkillUseMagnitudeMultiplier |
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float |
a_mult | ) |
const |
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virtual |
◆ GetMagnitude()
float RE::ActiveEffect::GetMagnitude |
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const |
◆ GetTargetActor() [1/2]
Actor* RE::ActiveEffect::GetTargetActor |
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◆ GetTargetActor() [2/2]
const Actor* RE::ActiveEffect::GetTargetActor |
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const |
◆ GetVisualsTarget()
◆ HandleEvent()
virtual void RE::ActiveEffect::HandleEvent |
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const BSFixedString & |
a_eventName | ) |
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◆ HandleQueuedStart()
virtual void RE::ActiveEffect::HandleQueuedStart |
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◆ IsCausingHealthDamage()
virtual bool RE::ActiveEffect::IsCausingHealthDamage |
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◆ LoadGame()
◆ OnAdd()
virtual void RE::ActiveEffect::OnAdd |
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MagicTarget * |
a_target | ) |
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virtual |
◆ OnRemove()
virtual void RE::ActiveEffect::OnRemove |
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◆ Revert()
◆ SaveGame()
◆ SetLocation()
virtual void RE::ActiveEffect::SetLocation |
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const NiPoint3 & |
a_location | ) |
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virtual |
◆ ShouldDispelOnDeath()
virtual bool RE::ActiveEffect::ShouldDispelOnDeath |
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const |
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virtual |
◆ Start()
virtual void RE::ActiveEffect::Start |
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virtual |
Reimplemented in RE::WerewolfFeedEffect, RE::WerewolfEffect, RE::VampireLordEffect, RE::ValueModifierEffect, RE::TelekinesisEffect, RE::TargetValueModifierEffect, RE::SummonCreatureEffect, RE::StaggerEffect, RE::SpawnHazardEffect, RE::SlowTimeEffect, RE::ScriptEffect, RE::ReanimateEffect, RE::ParalysisEffect, RE::OpenEffect, RE::NightEyeEffect, RE::LockEffect, RE::LightEffect, RE::InvisibilityEffect, RE::GuideEffect, RE::GrabActorEffect, RE::FrenzyEffect, RE::EtherealizationEffect, RE::EnhanceWeaponEffect, RE::DispelEffect, RE::DisguiseEffect, RE::DisarmEffect, RE::DarknessEffect, RE::CureEffect, RE::CommandSummonedEffect, RE::CommandEffect, RE::CalmEffect, RE::BoundItemEffect, RE::BanishEffect, and RE::AccumulatingValueModifierEffect.
◆ SwitchAttachedRoot()
virtual void RE::ActiveEffect::SwitchAttachedRoot |
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NiNode * |
a_root, |
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NiNode * |
a_attachRoot |
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) |
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◆ Update()
virtual void RE::ActiveEffect::Update |
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float |
a_delta | ) |
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virtual |
Reimplemented in RE::ValueModifierEffect, RE::TelekinesisEffect, RE::SummonCreatureEffect, RE::SoulTrapEffect, RE::ScriptEffect, RE::ReanimateEffect, RE::ParalysisEffect, RE::NightEyeEffect, RE::LightEffect, RE::InvisibilityEffect, RE::GrabActorEffect, RE::DisarmEffect, RE::DetectLifeEffect, RE::CommandEffect, RE::CloakEffect, and RE::BoundItemEffect.
◆ caster
◆ castingSource
◆ conditionStatus
◆ displacementSpell
MagicItem* RE::ActiveEffect::displacementSpell |
◆ duration
float RE::ActiveEffect::duration |
◆ effect
Effect* RE::ActiveEffect::effect |
◆ elapsedSeconds
float RE::ActiveEffect::elapsedSeconds |
◆ flags
◆ hitEffectController
◆ hitEffects
◆ magnitude
float RE::ActiveEffect::magnitude |
◆ pad86
std::uint16_t RE::ActiveEffect::pad86 |
◆ pad8C
std::uint32_t RE::ActiveEffect::pad8C |
◆ persistentSound
◆ RTTI
◆ source
◆ sourceNode
◆ spell
◆ target
◆ usUniqueID
std::uint16_t RE::ActiveEffect::usUniqueID |
◆ VMTYPEID
constexpr auto RE::ActiveEffect::VMTYPEID = static_cast<VMTypeID>(142) |
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inlinestaticconstexpr |
◆ VTABLE
The documentation for this class was generated from the following file: