CommonLibVR
RE::Actor Class Referenceabstract

#include <Actor.h>

Inheritance diagram for RE::Actor:
RE::TESObjectREFR RE::MagicTarget RE::ActorValueOwner RE::ActorState RE::BSTEventSink< BSTransformDeltaEvent > RE::BSTEventSink< bhkCharacterMoveFinishEvent > RE::IPostAnimationChannelUpdateFunctor RE::TESForm RE::BSHandleRefObject RE::BSTEventSink< BSAnimationGraphEvent > RE::IAnimationGraphManagerHolder RE::IMovementState RE::BaseFormComponent RE::NiRefObject RE::IMovementInterface RE::Character RE::PlayerCharacter

Classes

struct  ChangeFlags
 
class  ForEachSpellVisitor
 
struct  RecordFlags
 
struct  SlotTypes
 

Public Types

enum class  BOOL_BITS {
  kNone = 0 , kDelayUpdateScenegraph = 1 << 0 , kProcessMe = 1 << 1 , kMurderAlarm = 1 << 2 ,
  kHasSceneExtra = 1 << 3 , kHeadingFixed = 1 << 4 , kSpeakingDone = 1 << 5 , kIgnoreChangeAnimationCall = 1 << 6 ,
  kSoundFileDone = 1 << 7 , kVoiceFileDone = 1 << 8 , kInTempChangeList = 1 << 9 , kDoNotRunSayToCallback = 1 << 10 ,
  kDead = 1 << 11 , kForceGreetingPlayer = 1 << 12 , kForceUpdateQuestTarget = 1 << 13 , kSearchingInCombat = 1 << 14 ,
  kAttackOnNextTheft = 1 << 15 , kEvpBuffered = 1 << 16 , kResetAI = 1 << 17 , kInWater = 1 << 18 ,
  kSwimming = 1 << 19 , kVoicePausedByScript = 1 << 20 , kWasInFrustrum = 1 << 21 , kShouldRotateToTrack = 1 << 22 ,
  kSetOnDeath = 1 << 23 , kDoNotPadVoice = 1 << 24 , kFootIKInRange = 1 << 25 , kPlayerTeammate = 1 << 26 ,
  kGivePlayerXP = 1 << 27 , kSoundCallbackSuccess = 1 << 28 , kUseEmotion = 1 << 29 , kGuard = 1 << 30 ,
  kParalyzed = 1 << 31
}
 
enum class  BOOL_FLAGS {
  kNone = 0 , kScenePackage = 1 << 0 , kIsAMount = 1 << 1 , kMountPointClear = 1 << 2 ,
  kGettingOnOffMount = 1 << 3 , kInRandomScene = 1 << 4 , kNoBleedoutRecovery = 1 << 5 , kInBleedoutAnimation = 1 << 6 ,
  kCanDoFavor = 1 << 7 , kShouldAnimGraphUpdate = 1 << 8 , kCanSpeakToEssentialDown = 1 << 9 , kBribedByPlayer = 1 << 10 ,
  kAngryWithPlayer = 1 << 11 , kIsTrespassing = 1 << 12 , kCanSpeak = 1 << 13 , kIsInKillMove = 1 << 14 ,
  kAttackOnSight = 1 << 15 , kIsCommandedActor = 1 << 16 , kForceOneAnimgraphUpdate = 1 << 17 , kEssential = 1 << 18 ,
  kProtected = 1 << 19 , kAttackingDisabled = 1 << 20 , kCastingDisabled = 1 << 21 , kSceneHeadTrackRotation = 1 << 22 ,
  kForceIncMinBoneUpdate = 1 << 23 , kCrimeSearch = 1 << 24 , kMovingIntoLoadedArea = 1 << 25 , kDoNotShowOnStealthMeter = 1 << 26 ,
  kMovementBlocked = 1 << 27 , kAllowInstantFurniturePopInPlayerCell = 1 << 28 , kForceAnimGraphUpdate = 1 << 29 , kCheckAddEffectDualCast = 1 << 30 ,
  kUnderwater = 1 << 31
}
 
- Public Types inherited from RE::TESObjectREFR
using Count = std::int32_t
 
using InventoryCountMap = std::map< TESBoundObject *, Count >
 
using InventoryItemMap = std::map< TESBoundObject *, std::pair< Count, std::unique_ptr< InventoryEntryData > >>
 
using InventoryDropMap = std::map< TESBoundObject *, std::pair< Count, std::vector< ObjectRefHandle > >>
 
- Public Types inherited from RE::TESForm
enum class  InGameFormFlag {
  kNone = 0 , kWantsDelete = 1 << 0 , kForcedPersistent = 1 << 1 , kNoFavorAllowed = 1 << 4 ,
  kIsSkyObject = 1 << 5 , kRefOriginalPersistent = 1 << 6 , kRefPermanentlyDeleted = 1 << 7
}
 
- Public Types inherited from RE::BSHandleRefObject
enum  { kRefCountMask = 0x3FF , kHandleValid = 1 << 10 }
 
- Public Types inherited from RE::MagicTarget
using Archetype = EffectArchetypes::ArchetypeID
 

Public Member Functions

 ~Actor () override
 
void SaveGame (BGSSaveFormBuffer *a_buf) override
 
void LoadGame (BGSLoadFormBuffer *a_buf) override
 
void InitLoadGame (BGSLoadFormBuffer *a_buf) override
 
void FinishLoadGame (BGSLoadFormBuffer *a_buf) override
 
void Revert (BGSLoadFormBuffer *a_buf) override
 
void InitItemImpl () override
 
void SetDelete (bool a_set) override
 
void Predestroy () override
 
BGSLocationGetEditorLocation1 () const override
 
bool GetEditorLocation2 (NiPoint3 &a_outPos, NiPoint3 &a_outRot, TESForm *&a_outWorldOrCell, TESObjectCELL *a_fallback) override
 
void ForceEditorLocation (BGSLocation *a_location) override
 
void Update3DPosition (bool a_warp) override
 
void UpdateSoundCallBack (bool a_endSceneAction) override
 
bool SetDialogueWithPlayer (bool a_flag, bool a_forceGreet, TESTopicInfo *a_topic) override
 
BGSAnimationSequencerGetSequencer (void) const override
 
bool HasKeywordHelper (const BGSKeyword *a_keyword) const override
 
TESPackageCheckForCurrentAliasPackage () override
 
BGSSceneGetCurrentScene () const override
 
void SetCurrentScene (BGSScene *a_scene) override
 
bool UpdateInDialogue (DialogueResponse *a_response, bool a_unused) override
 
BGSDialogueBranchGetExclusiveBranch () const override
 
void SetExclusiveBranch (BGSDialogueBranch *a_branch) override
 
void PauseCurrentDialogue (void) override
 
NiPoint3 GetStartingAngle () const override
 
NiPoint3 GetStartingLocation () const override
 
ObjectRefHandle RemoveItem (TESBoundObject *a_item, std::int32_t a_count, ITEM_REMOVE_REASON a_reason, ExtraDataList *a_extraList, TESObjectREFR *a_moveToRef, const NiPoint3 *a_dropLoc=0, const NiPoint3 *a_rotate=0) override
 
bool AddWornItem (TESBoundObject *a_item, std::int32_t a_count, bool a_forceEquip, std::uint32_t a_arg4, std::uint32_t a_arg5) override
 
void DoTrap1 (TrapData &a_data) override
 
void DoTrap2 (TrapEntry *a_trap, TargetEntry *a_target) override
 
void AddObjectToContainer (TESBoundObject *a_object, ExtraDataList *a_extraList, std::int32_t a_count, TESObjectREFR *a_fromRefr) override
 
NiPoint3 GetLookingAtLocation () const override
 
MagicCasterGetMagicCaster (MagicSystem::CastingSource a_source) override
 
MagicTargetGetMagicTarget () override
 
bool IsChild () const override
 
BSFaceGenAnimationDataGetFaceGenAnimationData () override
 
bool DetachHavok (NiAVObject *a_obj3D) override
 
void InitHavok () override
 
void Unk_67 (void) override
 
void Unk_68 (void) override
 
void Unk_69 (void) override
 
NiAVObjectLoad3D (bool a_arg1) override
 
void Set3D (NiAVObject *a_object, bool a_queue3DTasks=true) override
 
bool PopulateGraphProjectsToLoad (void) const override
 
NiPoint3 GetBoundMin () const override
 
NiPoint3 GetBoundMax () const override
 
void Unk_75 (void) override
 
void Unk_78 (void) override
 
void ModifyAnimationUpdateData (BSAnimationUpdateData &a_data) override
 
bool ShouldSaveAnimationOnUnloading () const override
 
bool ShouldSaveAnimationOnSaving () const override
 
bool ShouldPerformRevert () const override
 
void UpdateAnimation (float a_delta) override
 
void RemoveWeapon (BIPED_OBJECT equipIndex) override
 
void SetObjectReference (TESBoundObject *a_object) override
 
void MoveHavok (bool a_forceRec) override
 
void GetLinearVelocity (NiPoint3 &a_velocity) const override
 
void SetActionComplete (bool a_set) override
 
void Disable () override
 
void ResetInventory (bool a_leveledOnly) override
 
NiNodeGetFireNode () override
 
void SetFireNode (NiNode *a_fireNode) override
 
bool OnAddCellPerformQueueReference (TESObjectCELL &a_cell) const override
 
void DoMoveToHigh () override
 
void TryMoveToMiddleLow () override
 
bool TryChangeSkyCellActorsProcessLevel () override
 
void TryUpdateActorLastSeenTime () override
 
void Unk_96 (void) override
 
void SetParentCell (TESObjectCELL *a_cell) override
 
bool IsDead (bool a_notEssential=true) const override
 
bool ProcessInWater (hkpCollidable *a_collidable, float a_waterHeight, float a_deltaTime) override
 
bool ApplyCurrent (float a_velocityTime, const hkVector4 &a_velocity) override
 
TESAmmoGetCurrentAmmo () const override
 
void UnequipItem (std::uint64_t a_arg1, TESBoundObject *a_object) override
 
ActorGetTargetStatsObject () override
 
bool MagicTargetIsActor () const override
 
BSSimpleList< ActiveEffect * > * GetActiveEffectList () override
 
virtual void Unk_A2 (void)
 
virtual void PlayPickUpSound (TESBoundObject *a_object, bool a_pickup, bool a_use)
 
virtual float GetHeading (bool a_ignoreRaceSettings) const
 
virtual void SetAvoidanceDisabled (bool a_set)
 
virtual void DrawWeaponMagicHands (bool a_draw)
 
virtual void DetachCharController ()
 
virtual void RemoveCharController ()
 
virtual void SetPosition (const NiPoint3 &a_pos, bool a_updateCharController)
 
virtual void KillDying ()
 
virtual void Resurrect (bool a_resetInventory, bool a_attach3D)
 
virtual bool PutActorOnMountQuick ()
 
virtual void Update (float a_delta)
 
virtual void UpdateNoAI (float a_delta)
 
virtual void UpdateCharacterControllerSimulationSettings (bhkCharacterController &a_controller)
 
virtual void PotentiallyFixRagdollState ()
 
virtual void UpdateNonRenderSafe (float a_delta)
 
virtual void OnItemEquipped (bool a_playAnim)
 
virtual void Unk_B3 (void)
 
virtual void Unk_B4 (void)
 
virtual void SetCrimeGoldValue (TESFaction *a_faction, bool a_violent, std::uint32_t a_amount)
 
virtual void ModCrimeGoldValue (TESFaction *a_faction, bool a_violent, std::int32_t a_amount)
 
virtual void RemoveCrimeGoldValue (TESFaction *a_faction, bool a_violent, std::int32_t a_amount)
 
virtual std::uint32_t GetCrimeGoldValue (const TESFaction *a_faction) const
 
virtual void GoToPrison (TESFaction *a_faction, bool a_removeInventory, bool a_realJail)
 
virtual void ServePrisonTime ()
 
virtual void PayFine (TESFaction *a_faction, bool a_goToJail, bool a_removeStolenItems)
 
virtual bool GetCannibal ()
 
virtual void SetCannibal (bool a_set)
 
virtual bool GetVampireFeed ()
 
virtual void SetVampireFeed (bool a_set)
 
virtual void InitiateVampireFeedPackage (Actor *a_target, TESObjectREFR *a_furniture)
 
virtual void InitiateCannibalPackage (Actor *a_target)
 
virtual void GetEyeVector (NiPoint3 &a_origin, NiPoint3 &a_direction, bool a_includeCameraOffset)
 
virtual void SetRefraction (bool a_enable, float a_refraction)
 
virtual void Unk_C4 (void)
 
virtual void Unk_C5 (void)
 
virtual void Unk_C6 (void)=0
 
virtual float GetAcrobatics () const
 
virtual bhkCharacterControllerMove (float a_arg2, const NiPoint3 &a_position)
 
virtual void Unk_C9 (void)
 
virtual void OnArmorActorValueChanged ()
 
virtual ObjectRefHandle DropObject (const TESBoundObject *a_object, ExtraDataList *a_extraList, std::int32_t a_count, const NiPoint3 *a_dropLoc=0, const NiPoint3 *a_rotate=0)
 
virtual void PickUpObject (TESObjectREFR *a_object, std::int32_t a_count, bool a_arg3=false, bool a_playSound=true)
 
virtual void AttachArrow (const BSTSmartPointer< BipedAnim > &a_biped)
 
virtual void DetachArrow (const BSTSmartPointer< BipedAnim > &a_biped)
 
virtual bool AddShout (TESShout *a_shout)
 
virtual void UnlockWord (TESWordOfPower *a_power)
 
virtual void Unk_D1 (void)
 
virtual std::uint32_t UseAmmo (std::uint32_t a_shotCount)
 
virtual bool CalculateCachedOwnerIsInCombatantFaction () const
 
virtual CombatGroupGetCombatGroup () const
 
virtual void SetCombatGroup (CombatGroup *a_group)
 
virtual bool CheckValidTarget (TESObjectREFR &a_target)
 
virtual bool InitiateTresPassPackage (TrespassPackage *a_trespassPackage)
 
virtual void InitiateDialogue (Actor *a_target, PackageLocation *a_loc1, PackageLocation *a_loc2)
 
virtual void SetSize (float a_size)
 
virtual void EndDialogue ()
 
virtual ActorSetUpTalkingActivatorActor (Actor *a_target, Actor *&a_activator)
 
virtual void InitiateSpectator (Actor *a_target)
 
virtual void InitiateFlee (TESObjectREFR *a_fleeRef, bool a_runOnce, bool a_knows, bool a_combatMode, TESObjectCELL *a_cell, TESObjectREFR *a_ref, float a_fleeFromDist, float a_fleeToDist)
 
virtual void InitiateGetUpPackage ()
 
virtual void PutCreatedPackage (TESPackage *a_package, bool a_tempPackage, bool a_createdPackage)
 
virtual void UpdateAlpha ()
 
virtual void SetAlpha (float a_alpha=1.0)
 
virtual float GetAlpha ()
 
virtual bool IsInCombat () const
 
virtual void UpdateCombat ()
 
virtual void StopCombat ()
 
virtual float CalcArmorRating ()
 
virtual float GetArmorBaseFactorSum ()
 
virtual float CalcUnarmedDamage ()
 
virtual void Unk_E9 (void)
 
virtual void Unk_EA (void)
 
virtual float GetRunSpeed ()
 
virtual float GetJogSpeed ()
 
virtual float GetFastWalkSpeed ()
 
virtual float GetWalkSpeed ()
 
virtual void WeaponSwingCallBack ()
 
virtual void SetActorStartingPosition ()
 
virtual bool MoveToHigh ()
 
virtual bool MovetoLow ()
 
virtual bool MovetoMiddleLow ()
 
virtual bool MoveToMiddleHigh ()
 
virtual bool HasBeenAttacked () const
 
virtual void SetBeenAttacked (bool a_set)
 
virtual void UseSkill (ActorValue a_av, float a_points, TESForm *a_arg3)
 
virtual bool IsAtPoint (const NiPoint3 &a_point, float a_radius, bool a_expandRadius, bool a_alwaysTestHeight)
 
virtual bool IsInFaction (const TESFaction *faction) const
 
virtual void ForEachPerk (PerkEntryVisitor &a_visitor) const
 
virtual void AddPerk (BGSPerk *a_perk, std::uint32_t a_rank=0)
 
virtual void RemovePerk (BGSPerk *a_perk)
 
virtual void ApplyTemporaryPerk (BGSPerk *a_perk)
 
virtual void RemoveTemporaryPerk (BGSPerk *a_perk)
 
virtual bool HasPerkEntries (EntryPoint a_entryType) const
 
virtual void ForEachPerkEntry (EntryPoint a_entryType, PerkEntryVisitor &a_visitor) const
 
virtual void ApplyPerksFromBase ()
 
virtual void StartPowerAttackCoolDown ()
 
virtual bool IsPowerAttackCoolingDown () const
 
virtual void HandleHealthDamage (Actor *a_attacker, float a_damage)
 
virtual void Unk_105 (void)
 
virtual void Unk_106 (void)
 
virtual bool QSpeakingDone () const
 
virtual void SetSpeakingDone (bool a_set)
 
virtual void CreateMovementController ()
 
virtual EmotionType GetEmotionType ()
 
virtual void SetEmotionType (EmotionType a_emotionType)
 
virtual std::uint32_t GetEmotionValue ()
 
virtual void SetEmotionValue (std::uint32_t a_emotionValue)
 
virtual void KillImpl (Actor *a_attacker, float a_damage, bool a_sendEvent, bool a_ragdollInstant)
 
virtual bool DrinkPotion (AlchemyItem *a_potion, ExtraDataList *a_extralist)
 
virtual bool CheckCast (MagicItem *a_spell, bool a_dualCast, MagicSystem::CannotCastReason *a_reason)
 
virtual void CheckTempModifiers ()
 
virtual std::int32_t GetCurrentShoutLevel ()
 
virtual void SetLastRiddenMount (ActorHandle a_mount)
 
virtual ActorHandle QLastRiddenMount () const
 
virtual bool CalculateCachedOwnerIsUndead () const
 
virtual bool CalculateCachedOwnerIsNPC () const
 
virtual void Unk_117 (void)
 
virtual void InitValues ()
 
virtual const BSFixedStringGetResponseString () const
 
virtual void ModifyMovementData (float a_delta, NiPoint3 &a_arg3, NiPoint3 &a_arg4)
 
virtual void UpdateCombatControllerSettings ()
 
virtual void UpdateFadeSettings (bhkCharacterController *a_controller)
 
virtual bool ComputeMotionFeedbackSpeedAndDirection (const ActorMotionFeedbackData &a_data, float a_delta, ActorMotionFeedbackOutput &a_output)
 
virtual bool UpdateFeedbackGraphSpeedAndDirection (const ActorMotionFeedbackOutput &a_output)
 
virtual void UpdateActor3DPosition ()
 
virtual void PrecacheData ()
 
virtual void WornArmorChanged (void)
 
virtual void ProcessTracking (float a_delta, NiAVObject *a_obj3D)
 
virtual void Unk_123 (void)
 
virtual void CreateActorMover ()
 
virtual void DestroyActorMover ()
 
virtual bool ShouldRespondToActorCollision (const MovementMessageActorCollision &a_msg, const ActorHandlePtr &a_target)
 
virtual float CheckClampDamageModifier (ActorValue a_av, float a_delta)
 
bool AddAnimationGraphEventSink (BSTEventSink< BSAnimationGraphEvent > *a_sink) const
 
void AddCastPower (SpellItem *a_power)
 
void AddDeathItems ()
 
bool AddSpell (SpellItem *a_spell)
 
void AddToFaction (TESFaction *a_faction, std::int8_t a_rank)
 
void AddWornOutfit (BGSOutfit *a_outfit, bool a_forceUpdate)
 
void AllowBleedoutDialogue (bool a_canTalk)
 
void AllowPCDialogue (bool a_talk)
 
void CastPermanentMagic (bool a_wornItemEnchantments, bool a_baseSpells, bool a_raceSpells, bool a_everyActorAbility)
 
bool CanAttackActor (Actor *a_actor)
 
bool CanFlyHere () const
 
bool CanOfferServices () const
 
bool CanPickpocket () const
 
bool CanTalkToPlayer () const
 
bool CanUseIdle (TESIdleForm *a_idle) const
 
void ClearArrested ()
 
void ClearExpressionOverride ()
 
void ClearExtraArrows ()
 
ActorHandle CreateRefHandle ()
 
bool Decapitate ()
 
void DeselectSpell (SpellItem *a_spell)
 
void DispelAlteredStates (RE::EffectArchetype a_exception)
 
void DispelWornItemEnchantments ()
 
void DoReset3D (bool a_updateWeight)
 
void EnableAI (bool a_enable)
 
void EndInterruptPackage (bool a_skipDialogue)
 
void EvaluatePackage (bool a_immediate=false, bool a_resetAI=false)
 
TESNPCGetActorBase ()
 
const TESNPCGetActorBase () const
 
float GetActorValueModifier (ACTOR_VALUE_MODIFIER a_modifier, ActorValue a_value) const
 
float GetAimAngle () const
 
float GetAimHeading () const
 
InventoryEntryDataGetAttackingWeapon ()
 
const InventoryEntryDataGetAttackingWeapon () const
 
bhkCharacterControllerGetCharController () const
 
std::uint32_t GetCollisionFilterInfo (std::uint32_t &a_outCollisionFilterInfo)
 
NiPointer< ActorGetCommandingActor () const
 
TESFactionGetCrimeFaction ()
 
const TESFactionGetCrimeFaction () const
 
TESPackageGetCurrentPackage ()
 
const TESPackageGetCurrentPackage () const
 
TESShoutGetCurrentShout ()
 
const TESShoutGetCurrentShout () const
 
InventoryEntryDataGetEquippedEntryData (bool a_leftHand) const
 
TESFormGetEquippedObject (bool a_leftHand) const
 
TESFormGetEquippedObjectInSlot (const BGSEquipSlot *slot) const
 
float GetEquippedWeight ()
 
std::int32_t GetFactionRank (TESFaction *a_faction, bool a_isPlayer)
 
FIGHT_REACTION GetFactionReaction (Actor *a_other) const
 
std::int32_t GetGoldAmount (bool a_noInit=false)
 
ActorHandle GetHandle ()
 
NiAVObjectGetHeadPartObject (BGSHeadPart::HeadPartType a_type)
 
float GetHeight ()
 
HighProcessDataGetHighProcess () const
 
ActorGetKiller () const
 
std::uint16_t GetLevel () const
 
MiddleHighProcessDataGetMiddleHighProcess () const
 
bool GetMount (NiPointer< Actor > &a_outMount)
 
bool GetMountedBy (NiPointer< Actor > &a_outRider)
 
double GetMoveDirectionRelativeToFacing ()
 
ObjectRefHandle GetOccupiedFurniture () const
 
bool GetPlayerControls () const
 
TESRaceGetRace () const
 
float GetRegenDelay (ActorValue a_actorValue) const
 
bool GetRider (NiPointer< Actor > &a_outRider)
 
TESObjectARMOGetSkin () const
 
TESObjectARMOGetSkin (BGSBipedObjectForm::BipedObjectSlot a_slot, bool a_noInit=false)
 
SOUL_LEVEL GetSoulSize () const
 
TESNPCGetTemplateBase ()
 
float GetTotalCarryWeight ()
 
float GetTrackedDamage () const
 
TESFactionGetVendorFaction ()
 
const TESFactionGetVendorFaction () const
 
float GetVoiceRecoveryTime ()
 
float GetWarmthRating () const
 
TESObjectARMOGetWornArmor (BGSBipedObjectForm::BipedObjectSlot a_slot, bool a_noInit=false)
 
TESObjectARMOGetWornArmor (FormID a_formID, bool a_noInit=false)
 
bool HasKeyword (const BGSKeyword *a_keyword) const
 
bool HasKeywordString (std::string_view a_formEditorID)
 
bool HasLineOfSight (TESObjectREFR *a_ref, bool &a_arg2)
 
bool HasOutfitItems (BGSOutfit *a_outfit)
 
bool HasPerk (BGSPerk *a_perk) const
 
bool HasShout (TESShout *a_shout) const
 
bool HasSpell (SpellItem *a_spell) const
 
void InitiateDoNothingPackage ()
 
void InterruptCast (bool a_restoreMagicka) const
 
bool IsAttacking () const
 
bool IsAIEnabled () const
 
bool IsAlarmed () const
 
bool IsAMount () const
 
bool IsAngryWithPlayer () const
 
bool IsAnimationDriven () const
 
bool IsBeingRidden () const
 
bool IsBlocking () const
 
bool IsCasting (MagicItem *a_spell) const
 
bool IsCombatTarget (Actor *a_other) const
 
bool IsCommandedActor () const
 
bool IsCurrentShout (SpellItem *a_power)
 
bool IsDoingFavor () const
 
bool IsDualCasting () const
 
bool IsEssential () const
 
bool IsFactionInCrimeGroup (const TESFaction *a_faction) const
 
bool IsGhost () const
 
bool IsGuard () const
 
bool IsHostileToActor (Actor *a_actor)
 
bool IsInCastPowerList (SpellItem *a_power)
 
constexpr bool IsInKillMove () const noexcept
 
bool IsInMidair () const
 
bool IsInRagdollState () const
 
bool IsLeveled () const
 
bool IsLimbGone (std::uint32_t a_limb)
 
bool IsMoving () const
 
bool IsOnMount () const
 
bool IsOverEncumbered () const
 
bool IsPlayerTeammate () const
 
bool IsPowerAttacking () const
 
bool IsProtected () const
 
bool IsRunning () const
 
bool IsSneaking () const
 
bool IsSummoned () const noexcept
 
bool IsTrespassing () const
 
void KillImmediate ()
 
void PlayASound (BSSoundHandle &a_result, FormID a_formID, bool a_unk03, std::uint32_t a_flags)
 
void ProcessVATSAttack (MagicCaster *a_caster, bool a_hasTargetAnim, TESObjectREFR *a_target, bool a_leftHand)
 
void RemoveAnimationGraphEventSink (BSTEventSink< BSAnimationGraphEvent > *a_sink) const
 
void RemoveCastScroll (SpellItem *a_spell, MagicSystem::CastingSource a_source)
 
void RemoveExtraArrows3D ()
 
void RemoveFromFaction (TESFaction *a_faction)
 
void RemoveOutfitItems (BGSOutfit *a_outfit)
 
bool RemoveSpell (SpellItem *a_spell)
 
std::int32_t RequestDetectionLevel (Actor *a_target, DETECTION_PRIORITY a_priority=DETECTION_PRIORITY::kNormal)
 
bool SetDefaultOutfit (BGSOutfit *a_outfit, bool a_update3D)
 
void SetHeading (float a_angle)
 
void SetLifeState (ACTOR_LIFE_STATE a_lifeState)
 
void SetLooking (float a_angle)
 
void SetPlayerControls (bool a_enable)
 
bool SetSleepOutfit (BGSOutfit *a_outfit, bool a_update3D)
 
void StealAlarm (TESObjectREFR *a_ref, TESForm *a_object, std::int32_t a_num, std::int32_t a_total, TESForm *a_owner, bool a_allowWarning)
 
void StopAlarmOnActor ()
 
void StopInteractingQuick (bool a_unk02)
 
void StopMoving (float a_delta)
 
void SwitchRace (TESRace *a_race, bool a_player)
 
void TrespassAlarm (TESObjectREFR *a_ref, TESForm *a_ownership, std::int32_t a_crime)
 
void UpdateArmorAbility (TESForm *a_armor, ExtraDataList *a_extraData)
 
void UpdateAwakeSound (NiAVObject *a_obj3D)
 
void Update3DModel ()
 
void UpdateHairColor ()
 
void UpdateRegenDelay (ActorValue a_actorValue, float a_regenDelay)
 
void UpdateSkinColor ()
 
void UpdateWeaponAbility (TESForm *a_weapon, ExtraDataList *a_extraData, bool a_leftHand)
 
void VisitArmorAddon (TESObjectARMO *a_armor, TESObjectARMA *a_arma, std::function< void(bool a_firstPerson, NiAVObject &a_obj)> a_visitor)
 
bool VisitFactions (std::function< bool(TESFaction *a_faction, std::int8_t a_rank)> a_visitor)
 
void VisitSpells (ForEachSpellVisitor &a_visitor)
 
std::uint8_t WhoIsCasting ()
 
bool WouldBeStealing (const TESObjectREFR *a_target) const
 
- Public Member Functions inherited from RE::TESObjectREFR
 ~TESObjectREFR () override
 
void InitializeData () override
 
void ClearData () override
 
bool Load (TESFile *a_mod) override
 
TESFormCreateDuplicateForm (bool a_createEditorID, void *a_arg2) override
 
bool CheckSaveGame (BGSSaveFormBuffer *a_buf) override
 
void SaveGame (BGSSaveFormBuffer *a_buf) override
 
void LoadGame (BGSLoadFormBuffer *a_buf) override
 
void InitLoadGame (BGSLoadFormBuffer *a_buf) override
 
void FinishLoadGame (BGSLoadFormBuffer *a_buf) override
 
void Revert (BGSLoadFormBuffer *a_buf) override
 
void InitItemImpl () override
 
FormType GetSavedFormType () const override
 
void GetFormDetailedString (char *a_buf, std::uint32_t a_bufLen) override
 
bool GetRandomAnim () const override
 
bool IsHeadingMarker () const override
 
bool GetDangerous () const override
 
bool GetObstacle () const override
 
bool GetOnLocalMap () const override
 
bool GetMustUpdate () const override
 
void SetOnLocalMap (bool a_set) override
 
bool GetIgnoredBySandbox () const override
 
void SetDelete (bool a_set) override
 
void SetAltered (bool a_set) override
 
bool IsWater () const override
 
TESObjectREFRAsReference1 () override
 
const TESObjectREFRAsReference2 () const override
 
bool BelongsInGroup (FORM *a_form, bool a_allowParentGroups, bool a_currentOnly) override
 
void CreateGroupData (FORM *a_form, FORM_GROUP *a_group) override
 
const char * GetFormEditorID () const override
 
BSEventNotifyControl ProcessEvent (const BSAnimationGraphEvent *a_event, BSTEventSource< BSAnimationGraphEvent > *a_dispatcher) override
 
bool GetAnimationGraphManagerImpl (BSTSmartPointer< BSAnimationGraphManager > &a_out) const override
 
bool SetAnimationGraphManagerImpl (BSTSmartPointer< BSAnimationGraphManager > &a_in) override
 
bool PopulateGraphNodesToTarget (BSScrapArray< NiAVObject * > &a_nodes) override
 
bool ConstructAnimationGraph (BSTSmartPointer< BShkbAnimationGraph > &a_out) override
 
bool SetupAnimEventSinks (const BSTSmartPointer< BShkbAnimationGraph > &a_animGraph) override
 
void PostChangeAnimationManager (const BSTSmartPointer< BShkbAnimationGraph > &a_arg1, const BSTSmartPointer< BShkbAnimationGraph > &a_arg2) override
 
virtual void DamageObject (float a_objectHealth, bool a_arg3)
 
virtual bool GetFullLODRef () const
 
virtual void SetFullLODRef (bool a_set)
 
virtual bool QCanUpdateSync () const
 
virtual bool GetAllowPromoteToPersistent () const
 
virtual void SetActorCause (ActorCause *a_cause)
 
virtual ActorCauseGetActorCause () const
 
virtual void SetStartingPosition (const NiPoint3 &a_pos)
 
virtual void UpdateRefLight ()
 
virtual TESActorBaseGetTemplateActorBase ()
 
virtual void SetTemplateActorBase (TESActorBase *a_template)
 
virtual BSFaceGenNiNodeGetFaceNodeSkinned ()
 
virtual BSFaceGenNiNodeGetFaceNode ()
 
virtual bool ClampToGround ()
 
virtual void Release3DRelatedData ()
 
virtual bool ShouldBackgroundClone () const
 
virtual void Unk_6E (void)
 
virtual NiAVObjectGet3D1 (bool a_firstPerson) const
 
virtual NiAVObjectGet3D2 () const
 
virtual bool Is3rdPersonVisible () const
 
virtual bool InitNonNPCAnimation (NiNode &a_nodeForAnim)
 
virtual bool CheckAndFixSkinAndBoneOrder (NiNode &a_nodeToTest)
 
virtual const BSTSmartPointer< BipedAnim > & GetBiped1 (bool a_firstPerson) const
 
virtual const BSTSmartPointer< BipedAnim > & GetBiped2 () const
 
virtual const BSTSmartPointer< BipedAnim > & GetCurrentBiped () const
 
virtual void SetBiped (const BSTSmartPointer< BipedAnim > &a_biped)
 
virtual void Unk_83 (void)
 
virtual void SetMovementComplete (bool a_set)
 
virtual NiAVObjectGetCurrent3D () const
 
virtual ExplosionAsExplosion ()
 
virtual ProjectileAsProjectile ()
 
virtual void Unk_94 (void)
 
virtual TESObjectCELLGetSaveParentCell () const
 
virtual BSAnimNoteReceiver * CreateAnimNoteReceiver ()
 
virtual BSAnimNoteReceiver * GetAnimNoteReceiver ()
 
virtual BGSDecalGroupGetDecalGroup () const
 
virtual bool Unk_A0 (NiAVObject *a_node, float &a_angleX, float &a_angleZ, NiPoint3 &a_pos) const
 
bool ActivateRef (TESObjectREFR *a_activator, std::uint8_t a_arg2, TESBoundObject *a_object, std::int32_t a_count, bool a_defaultProcessingOnly)
 
ModelReferenceEffectApplyArtObject (BGSArtObject *a_artObject, float a_duration=-1.0f, TESObjectREFR *a_facingRef=nullptr, bool a_faceTarget=false, bool a_attachToCamera=false, NiAVObject *a_attachNode=nullptr, bool a_interfaceEffect=false)
 
ShaderReferenceEffectApplyEffectShader (TESEffectShader *a_effectShader, float a_duration=-1.0f, TESObjectREFR *a_facingRef=nullptr, bool a_faceTarget=false, bool a_attachToCamera=false, NiAVObject *a_attachNode=nullptr, bool a_interfaceEffect=false)
 
bool CanBeMoved ()
 
ObjectRefHandle CreateRefHandle ()
 
void DoTrap (TrapData &a_data)
 
void DoTrap (TrapEntry *a_trap, TargetEntry *a_target)
 
void Enable (bool a_resetInventory)
 
NiAVObjectGet3D () const
 
NiAVObjectGet3D (bool a_firstPerson) const
 
TESNPCGetActorOwner ()
 
NiPoint3 GetAngle () const
 
float GetAngleX () const
 
float GetAngleY () const
 
float GetAngleZ () const
 
float GetBaseHeight () const
 
TESBoundObjectGetBaseObject ()
 
const TESBoundObjectGetBaseObject () const
 
const BSTSmartPointer< BipedAnim > & GetBiped () const
 
const BSTSmartPointer< BipedAnim > & GetBiped (bool a_firstPerson) const
 
std::uint16_t GetCalcLevel (bool a_adjustLevel) const
 
TESContainerGetContainer () const
 
BGSLocationGetCurrentLocation () const
 
const char * GetDisplayFullName ()
 
float GetDistance (TESObjectREFR *a_other, bool a_disabledRefs=false, bool a_ignoreWorldspace=false) const
 
InventoryDropMap GetDroppedInventory ()
 
InventoryDropMap GetDroppedInventory (std::function< bool(TESBoundObject &)> a_filter)
 
BGSEncounterZoneGetEncounterZone () const
 
BGSLocationGetEditorLocation () const
 
bool GetEditorLocation (NiPoint3 &a_outPos, NiPoint3 &a_outRot, TESForm *&a_outWorldOrCell, TESObjectCELL *a_fallback)
 
std::optional< double > GetEnchantmentCharge () const
 
TESFactionGetFactionOwner ()
 
ObjectRefHandle GetHandle ()
 
float GetHeadingAngle (const RE::NiPoint3 &a_pos, bool a_abs)
 
float GetHeight () const
 
InventoryItemMap GetInventory ()
 
InventoryItemMap GetInventory (std::function< bool(TESBoundObject &)> a_filter, bool a_noInit=false)
 
std::int32_t GetInventoryCount (bool no_init=false)
 
InventoryCountMap GetInventoryCounts ()
 
InventoryCountMap GetInventoryCounts (std::function< bool(TESBoundObject &)> a_filter, bool a_noInit=false)
 
InventoryChangesGetInventoryChanges (bool a_noInit=false)
 
TESObjectREFRGetLinkedRef (BGSKeyword *a_keyword)
 
REFR_LOCKGetLock () const
 
LOCK_LEVEL GetLockLevel () const
 
const char * GetName () const
 
NiAVObjectGetNodeByName (const BSFixedString &a_nodeName)
 
constexpr TESBoundObjectGetObjectReference () const noexcept
 
TESFormGetOwner () const
 
constexpr TESObjectCELLGetParentCell () const noexcept
 
constexpr NiPoint3 GetPosition () const noexcept
 
constexpr float GetPositionX () const noexcept
 
constexpr float GetPositionY () const noexcept
 
constexpr float GetPositionZ () const noexcept
 
float GetScale () const
 
NiControllerSequenceGetSequence (stl::zstring a_name) const
 
std::uint32_t GetStealValue (const InventoryEntryData *a_entryData, std::uint32_t a_numItems, bool a_useMult) const
 
float GetSubmergeLevel (float a_zPos, TESObjectCELL *a_cell) const
 
void GetTransform (NiTransform &a_transform) const
 
float GetWaterHeight () const
 
float GetWeight () const
 
float GetWeightInContainer ()
 
TESWorldSpaceGetWorldspace () const
 
bool HasCollision () const
 
bool HasContainer () const
 
bool HasKeyword (const BGSKeyword *a_keyword) const
 
bool HasKeywordInArray (const std::vector< BGSKeyword * > &a_keywords, bool a_matchAll) const
 
bool HasKeywordInList (BGSListForm *a_keywordList, bool a_matchAll) const
 
bool HasKeywordWithType (DEFAULT_OBJECT keywordType) const
 
bool HasQuestObject () const
 
void InitChildActivates (TESObjectREFR *a_actionRef)
 
bool InitInventoryIfRequired (bool a_ignoreContainerExtraData=false)
 
bool Is3DLoaded () const
 
bool IsActivationBlocked () const
 
bool IsAnimal () const
 
bool IsAnOwner (const Actor *a_testOwner, bool a_useFaction, bool a_requiresOwner) const
 
bool IsCrimeToActivate ()
 
bool IsDisabled () const
 
bool IsDragon () const
 
bool IsEnchanted () const
 
bool IsHorse () const
 
bool IsHumanoid () const
 
bool IsInitiallyDisabled () const
 
bool IsInWater () const
 
bool IsJewelry () const
 
bool IsLocked () const
 
bool IsMarkedForDeletion () const
 
bool IsOffLimits ()
 
bool IsPersistent () const
 
bool IsPointSubmergedMoreThan (const NiPoint3 &a_pos, TESObjectCELL *a_cell, float a_waterLevel) const
 
void MoveTo (TESObjectREFR *a_target)
 
bool MoveToNode (TESObjectREFR *a_target, const BSFixedString &a_nodeName)
 
bool MoveToNode (TESObjectREFR *a_target, NiAVObject *a_node)
 
bool NameIncludes (std::string_view a_word) const
 
void OpenContainer (std::int32_t a_openType) const
 
NiPointer< TESObjectREFRPlaceObjectAtMe (TESBoundObject *a_baseToPlace, bool a_forcePersist) const
 
void PlayAnimation (stl::zstring a_from, stl::zstring a_to)
 
void PlayAnimation (NiControllerManager *a_manager, NiControllerSequence *a_toSeq, NiControllerSequence *a_fromSeq)
 
void SetActivationBlocked (bool a_blocked)
 
void SetCollision (bool a_enable)
 
bool SetDisplayName (const BSFixedString &a_name, bool a_force)
 
void SetEncounterZone (BGSEncounterZone *a_zone)
 
bool SetMotionType (hkpMotion::MotionType a_motionType, bool a_allowActivate=true)
 
void SetOwner (TESForm *a_owner)
 
void SetPosition (float a_x, float a_y, float a_z)
 
void SetPosition (NiPoint3 a_pos)
 
void SetTemporary ()
 
- Public Member Functions inherited from RE::TESForm
 ~TESForm () override
 
void InitializeDataComponent () override
 
void ClearDataComponent () override
 
void CopyComponent (BaseFormComponent *a_rhs) override
 
virtual bool LoadPartial (TESFile *a_mod)
 
virtual bool LoadEdit (TESFile *a_mod)
 
virtual bool AddChange (std::uint32_t a_changeFlags)
 
virtual void RemoveChange (std::uint32_t a_changeFlags)
 
virtual bool FindInFileFast (TESFile *a_mod)
 
virtual TESFileGetDescriptionOwnerFile () const
 
virtual bool GetKnown () const
 
virtual bool GetPlayable () const
 
virtual bool QHasCurrents () const
 
virtual bool QIsLODLandObject () const
 
virtual void SaveObjectBound ()
 
virtual void LoadObjectBound (TESFile *a_mod)
 
virtual bool IsBoundObject () const
 
virtual bool IsObject () const
 
virtual bool IsMagicItem () const
 
virtual std::uint32_t GetRefCount () const
 
virtual const char * GetTextForParsedSubTag (const BSFixedString &a_tag) const
 
virtual void Copy (TESForm *a_srcForm)
 
virtual bool SetFormEditorID (const char *a_str)
 
virtual bool IsParentForm ()
 
virtual bool IsParentFormTree ()
 
virtual bool IsFormTypeChild (FormType a_type)
 
virtual bool Activate (TESObjectREFR *a_targetRef, TESObjectREFR *a_activatorRef, std::uint8_t a_arg3, TESBoundObject *a_object, std::int32_t a_targetCount)
 
virtual void SetFormID (FormID a_id, bool a_updateFile)
 
virtual const char * GetObjectTypeName () const
 
virtual bool QAvailableInGame () const
 
template<class T , class = std::enable_if_t< std::negation_v< std::disjunction< std::is_pointer<T>, std::is_reference<T>, std::is_const<T>, std::is_volatile<T>>>>>
T * As () noexcept
 
template<class T , class = std::enable_if_t< std::negation_v< std::disjunction< std::is_pointer<T>, std::is_reference<T>, std::is_const<T>, std::is_volatile<T>>>>>
const T * As () const noexcept
 
TESObjectREFRAsReference ()
 
const TESObjectREFRAsReference () const
 
TESFileGetFile (std::int32_t a_idx=-1) const
 
std::uint32_t GetFormFlags () const noexcept
 
FormID GetFormID () const noexcept
 
FormType GetFormType () const noexcept
 
std::int32_t GetGoldValue () const
 
FormID GetLocalFormID ()
 
const char * GetName () const
 
float GetWeight () const
 
bool HasKeywordInArray (const std::vector< BGSKeyword * > &a_keywords, bool a_matchAll) const
 
bool HasAnyKeywordByEditorID (const std::vector< std::string > &editorIDs) const
 
bool HasKeywordByEditorID (std::string_view a_editorID)
 
bool HasKeywordInList (BGSListForm *a_keywordList, bool a_matchAll) const
 
bool HasVMAD () const
 
bool HasWorldModel () const noexcept
 
void InitItem ()
 
bool Is (FormType a_type) const noexcept
 
template<class... Args>
bool Is (Args... a_args) const noexcept requires(std
 
bool IsAmmo () const noexcept
 
bool IsArmor () const noexcept
 
bool IsBook () const noexcept
 
bool IsDeleted () const noexcept
 
bool IsDynamicForm () const noexcept
 
bool IsGold () const noexcept
 
bool IsIgnored () const noexcept
 
bool IsInventoryObject () const
 
bool IsInitialized () const noexcept
 
bool IsKey () const noexcept
 
bool IsLockpick () const noexcept
 
bool IsNot (FormType a_type) const noexcept
 
template<class... Args>
bool IsNot (Args... a_args) const noexcept requires(std
 
bool IsNote () const noexcept
 
bool IsPlayer () const noexcept
 
bool IsPlayerRef () const noexcept
 
bool IsSkooma () const noexcept
 
bool IsSoulGem () const noexcept
 
bool IsWeapon () const noexcept
 
void SetPlayerKnows (bool a_known)
 
- Public Member Functions inherited from RE::BaseFormComponent
virtual ~BaseFormComponent ()
 
 TES_HEAP_REDEFINE_NEW ()
 
- Public Member Functions inherited from RE::BSHandleRefObject
 ~BSHandleRefObject () override
 
void DecRefCount ()
 
void IncRefCount ()
 
bool IsHandleValid () const
 
std::uint32_t QRefCount () const
 
- Public Member Functions inherited from RE::NiRefObject
 NiRefObject ()
 
virtual ~NiRefObject ()
 
virtual void DeleteThis ()
 
void IncRefCount ()
 
void DecRefCount ()
 
constexpr std::uint32_t GetRefCount () const noexcept
 
 TES_HEAP_REDEFINE_NEW ()
 
- Public Member Functions inherited from RE::BSTEventSink< BSAnimationGraphEvent >
virtual ~BSTEventSink ()=default
 
- Public Member Functions inherited from RE::IAnimationGraphManagerHolder
virtual ~IAnimationGraphManagerHolder ()
 
virtual bool NotifyAnimationGraph (const BSFixedString &a_eventName)
 
virtual void Unk_06 (void)
 
virtual void Unk_07 (void)
 
virtual void Unk_09 (void)
 
virtual bool CreateAnimationChannels (BSScrapArray< BSTSmartPointer< BSAnimationGraphChannel >> &animGraphChannels)
 
virtual void PostCreateAnimationGraphManager (BSTSmartPointer< BSAnimationGraphManager > &a_animGraphMgr)
 
virtual void Unk_0C (void)
 
virtual void Unk_0E (void)
 
virtual std::uint32_t GetGraphVariableCacheSize () const
 
virtual bool GetGraphVariableImpl1 (const BSFixedString &a_variableName, float &a_out) const
 
virtual bool GetGraphVariableImpl2 (const BSFixedString &a_variableName, std::int32_t &a_out) const
 
virtual bool GetGraphVariableImpl3 (const BSFixedString &a_variableName, bool &a_out) const
 
bool GetAnimationGraphManager (BSTSmartPointer< BSAnimationGraphManager > &a_out) const
 
bool GetGraphVariableFloat (const BSFixedString &a_variableName, float &a_out) const
 
bool GetGraphVariableInt (const BSFixedString &a_variableName, std::int32_t &a_out) const
 
bool GetGraphVariableBool (const BSFixedString &a_variableName, bool &a_out) const
 
bool GetGraphVariableNiPoint3 (const BSFixedString &a_variableName, NiPoint3 &a_out) const
 
bool SetAnimationGraphManager (BSTSmartPointer< BSAnimationGraphManager > &a_in)
 
bool SetGraphVariableBool (const BSFixedString &a_variableName, bool a_in)
 
bool SetGraphVariableInt (const BSFixedString &a_variableName, std::int32_t a_in)
 
bool SetGraphVariableFloat (const BSFixedString &a_variableName, float a_in)
 
bool SetGraphVariableNiPoint3 (const BSFixedString &a_variableName, NiPoint3 &a_in) const
 
bool UpdateAnimationGraphManager (const BSAnimationUpdateData &a_updateData)
 
- Public Member Functions inherited from RE::MagicTarget
virtual ~MagicTarget ()
 
virtual bool AddTarget (AddTargetData &a_targetData)
 
virtual bool IsInvulnerable ()
 
virtual void InvalidateCommandedActorEffect (ActiveEffect *a_effect)
 
virtual bool CanAddActiveEffect ()=0
 
virtual void EffectAdded (ActiveEffect *a_effect)
 
virtual void EffectRemoved (ActiveEffect *a_effect)
 
virtual float CheckResistance (MagicItem *a_magicItem, Effect *a_effect, TESBoundObject *a_object)
 
virtual bool CheckAbsorb (Actor *a_actor, MagicItem *a_magicItem, const Effect *a_effect)
 
bool DispelEffect (MagicItem *a_spell, BSPointerHandle< Actor > &a_caster, ActiveEffect *a_effect=nullptr)
 
void DispelEffectsWithArchetype (Archetype a_type, bool a_force)
 
ActorGetTargetAsActor ()
 
bool HasEffectWithArchetype (Archetype a_type)
 
bool HasMagicEffect (EffectSetting *a_effect)
 
bool HasMagicEffectWithKeyword (BGSKeyword *a_keyword, std::uint64_t a_arg2)
 
void VisitEffects (ForEachActiveEffectVisitor &visitor)
 
- Public Member Functions inherited from RE::ActorValueOwner
virtual ~ActorValueOwner ()
 
virtual float GetActorValue (ActorValue a_akValue)
 
virtual float GetPermanentActorValue (ActorValue a_akValue)
 
virtual float GetBaseActorValue (ActorValue a_akValue)
 
virtual void SetBaseActorValue (ActorValue a_akValue, float a_value)
 
virtual void ModActorValue (ActorValue a_akValue, float a_value)
 
virtual void RestoreActorValue (ACTOR_VALUE_MODIFIER a_modifier, ActorValue a_akValue, float a_value)
 
virtual void SetActorValue (ActorValue a_akValue, float a_value)
 
virtual bool GetIsPlayerOwner () const
 
float GetArmorRatingSkillMultiplier (float a_skillLevel) const
 
float GetClampedActorValue (ActorValue a_akValue) const
 
- Public Member Functions inherited from RE::ActorState
 ~ActorState () override
 
void Unk_01 (void) override
 
void Unk_02 (void) override
 
void Unk_03 (void) override
 
void Unk_04 (void) override
 
float DoGetMovementSpeed () override
 
float DoGetRotationSpeed () override
 
void Unk_07 (void) override
 
void Unk_08 (void) override
 
virtual bool DoSetSitSleepState (SIT_SLEEP_STATE a_state)
 
virtual void Unk_15 (void)
 
ATTACK_STATE_ENUM GetAttackState () const noexcept
 
FLY_STATE GetFlyState () const noexcept
 
KNOCK_STATE_ENUM GetKnockState () const noexcept
 
ACTOR_LIFE_STATE GetLifeState () const noexcept
 
SIT_SLEEP_STATE GetSitSleepState () const noexcept
 
WEAPON_STATE GetWeaponState () const noexcept
 
bool IsBleedingOut () const noexcept
 
bool IsFlying () const noexcept
 
bool IsReanimated () const noexcept
 
bool IsSitting () const noexcept
 
bool IsSneaking () const noexcept
 
bool IsSprinting () const noexcept
 
bool IsSwimming () const noexcept
 
bool IsUnconscious () const noexcept
 
bool IsWalking () const noexcept
 
bool IsWeaponDrawn () const noexcept
 
- Public Member Functions inherited from RE::IMovementState
 ~IMovementState () override
 
virtual void DoGetMovementRotation (NiPoint3 &a_rotation)=0
 
virtual void Unk_0A (void)=0
 
virtual void Unk_0B (void)=0
 
virtual void Unk_0C (void)=0
 
virtual void Unk_0D (void)=0
 
virtual void Unk_0E (void)=0
 
virtual void Unk_0F (void)=0
 
virtual void Unk_10 (void)=0
 
virtual void Unk_11 (void)=0
 
virtual void Unk_12 (void)=0
 
virtual void Unk_13 (void)=0
 
- Public Member Functions inherited from RE::IMovementInterface
virtual ~IMovementInterface ()
 
- Public Member Functions inherited from RE::BSTEventSink< BSTransformDeltaEvent >
virtual ~BSTEventSink ()=default
 
virtual BSEventNotifyControl ProcessEvent (const BSTransformDeltaEvent *a_event, BSTEventSource< BSTransformDeltaEvent > *a_eventSource)=0
 
- Public Member Functions inherited from RE::BSTEventSink< bhkCharacterMoveFinishEvent >
virtual ~BSTEventSink ()=default
 
virtual BSEventNotifyControl ProcessEvent (const bhkCharacterMoveFinishEvent *a_event, BSTEventSource< bhkCharacterMoveFinishEvent > *a_eventSource)=0
 
- Public Member Functions inherited from RE::IPostAnimationChannelUpdateFunctor
virtual ~IPostAnimationChannelUpdateFunctor ()
 
virtual void Unk_01 (void)
 

Static Public Member Functions

static NiPointer< ActorLookupByHandle (RefHandle a_refHandle)
 
static bool LookupByHandle (RefHandle a_refHandle, NiPointer< Actor > &a_refrOut)
 
- Static Public Member Functions inherited from RE::TESObjectREFR
static ObjectRefHandle CreateReference (ObjectRefHandle &a_handleOut, FormType a_formType, bool a_addActorToProcessList)
 
static NiPointer< TESObjectREFRLookupByHandle (RefHandle a_refHandle)
 
static bool LookupByHandle (RefHandle a_refHandle, NiPointer< TESObjectREFR > &a_refrOut)
 
static TESObjectREFRFindReferenceFor3D (NiAVObject *a_object3D)
 
- Static Public Member Functions inherited from RE::TESForm
static void AddCompileIndex (FormID &a_id, TESFile *a_file)
 
static auto GetAllForms () -> std::pair< BSTHashMap< FormID, TESForm * > *, std::reference_wrapper< BSReadWriteLock >>
 
static auto GetAllFormsByEditorID () -> std::pair< BSTHashMap< BSFixedString, TESForm * > *, std::reference_wrapper< BSReadWriteLock >>
 
static TESFormLookupByID (FormID a_formID)
 
template<class T >
static T * LookupByID (FormID a_formID)
 
static TESFormLookupByEditorID (const std::string_view &a_editorID)
 
template<class T >
static T * LookupByEditorID (const std::string_view &a_editorID)
 
- Static Public Member Functions inherited from RE::NiRefObject
static volatile std::uint32_t * GetTotalObjectCount ()
 

Public Attributes

stl::enumeration< BOOL_BITS, std::uint32_t > boolBits
 
float updateTargetTimer
 
stl::enumeration< ACTOR_CRITICAL_STAGE, std::uint32_t > criticalStage
 
std::uint32_t pad0EC
 
AIProcesscurrentProcess
 
ObjectRefHandle dialogueItemTarget
 
ActorHandle currentCombatTarget
 
ActorHandle myKiller
 
float checkMyDeadBodyTimer
 
float voiceTimer
 
float underWaterTimer
 
std::int32_t thiefCrimeStamp
 
std::int32_t actionValue
 
float timerOnAction
 
std::uint32_t unk11C
 
NiPoint3 editorLocCoord
 
float editorLocRot
 
TESFormeditorLocForm
 
BGSLocationeditorLocation
 
ActorMoveractorMover
 
BSTSmartPointer< MovementControllerNPCmovementController
 
TESPackageunk150
 
CombatControllercombatController
 
TESFactionvendorFaction
 
AITimeStamp calculateVendorFactionTimer
 
EmotionType emotionType
 
std::uint32_t emotionValue
 
std::uint32_t unk174
 
std::uint32_t unk178
 
std::uint32_t intimidateBribeDayStamp
 
std::uint64_t unk180
 
BSTSmallArray< SpellItem * > addedSpells
 
ActorMagicCastermagicCasters [SlotTypes::kTotal]
 
MagicItemselectedSpells [SlotTypes::kTotal]
 
TESFormselectedPower
 
std::uint32_t unk1E8
 
std::uint32_t pad1EC
 
TESRacerace
 
float equippedWeight
 
stl::enumeration< BOOL_FLAGS, std::uint32_t > boolFlags
 
ActorValueStorage avStorage
 
BGSDialogueBranchexclusiveBranch
 
Modifiers healthModifiers
 
Modifiers magickaModifiers
 
Modifiers staminaModifiers
 
Modifiers voicePointsModifiers
 
float lastUpdate
 
std::uint32_t lastSeenTime
 
BSTSmartPointer< BipedAnimbiped
 
float armorRating
 
float armorBaseFactorSum
 
std::int8_t soundCallBackSet
 
std::uint8_t unk271
 
std::uint8_t unk272
 
std::uint8_t unk273
 
std::uint32_t unk274
 
std::uint64_t unk278
 
std::uint64_t unk280
 
REX::W32::CRITICAL_SECTION unk288
 
- Public Attributes inherited from RE::TESObjectREFR
OBJ_REFR data
 
TESObjectCELLparentCell
 
LOADED_REF_DATAloadedData
 
ExtraDataList extraList
 
std::uint64_t unk88
 
std::uint16_t refScale
 
std::int8_t modelState
 
bool preDestroyed
 
std::uint32_t pad94
 
- Public Attributes inherited from RE::TESForm
TESFileContainer sourceFiles
 
std::uint32_t formFlags
 
FormID formID
 
stl::enumeration< InGameFormFlag, std::uint16_t > inGameFormFlags
 
stl::enumeration< FormType, std::uint8_t > formType
 
std::uint8_t pad1B
 
std::uint32_t pad1C
 
- Public Attributes inherited from RE::NiRefObject
volatile std::uint32_t _refCount { 0 }
 
std::uint32_t _pad0C { 0 }
 
- Public Attributes inherited from RE::MagicTarget
SpellDispelDatapostUpdateDispelList
 
std::uint8_t flags
 
std::uint8_t pad11
 
std::uint16_t pad12
 
std::uint32_t pad14
 
- Public Attributes inherited from RE::ActorState
ActorState1 actorState1
 
ActorState2 actorState2
 

Static Public Attributes

static constexpr auto RTTI = RTTI_Actor
 
static constexpr auto VTABLE = VTABLE_Actor
 
static constexpr auto FORMTYPE = FormType::ActorCharacter
 
- Static Public Attributes inherited from RE::TESObjectREFR
static constexpr auto RTTI = RTTI_TESObjectREFR
 
static constexpr auto VTABLE = VTABLE_TESObjectREFR
 
static constexpr auto FORMTYPE = FormType::Reference
 
static constexpr auto DEFAULT_INVENTORY_FILTER = [](TESBoundObject&) { return true; }
 
- Static Public Attributes inherited from RE::TESForm
static constexpr auto RTTI = RTTI_TESForm
 
static constexpr auto VTABLE = VTABLE_TESForm
 
static constexpr auto FORMTYPE = FormType::None
 
- Static Public Attributes inherited from RE::BaseFormComponent
static constexpr auto RTTI = RTTI_BaseFormComponent
 
static constexpr auto VTABLE = VTABLE_BaseFormComponent
 
- Static Public Attributes inherited from RE::BSHandleRefObject
static constexpr auto RTTI = RTTI_BSHandleRefObject
 
static constexpr auto VTABLE = VTABLE_BSHandleRefObject
 
- Static Public Attributes inherited from RE::NiRefObject
static constexpr auto RTTI = RTTI_NiRefObject
 
static constexpr auto VTABLE = VTABLE_NiRefObject
 
- Static Public Attributes inherited from RE::IAnimationGraphManagerHolder
static constexpr auto RTTI = RTTI_IAnimationGraphManagerHolder
 
static constexpr auto VTABLE = VTABLE_IAnimationGraphManagerHolder
 
- Static Public Attributes inherited from RE::MagicTarget
static constexpr auto RTTI = RTTI_MagicTarget
 
static constexpr auto VTABLE = VTABLE_MagicTarget
 
- Static Public Attributes inherited from RE::ActorValueOwner
static constexpr auto RTTI = RTTI_ActorValueOwner
 
static constexpr auto VTABLE = VTABLE_ActorValueOwner
 
- Static Public Attributes inherited from RE::ActorState
static constexpr auto RTTI = RTTI_ActorState
 
static constexpr auto VTABLE = VTABLE_ActorState
 
- Static Public Attributes inherited from RE::IMovementState
static constexpr auto RTTI = RTTI_IMovementState
 
static constexpr auto VTABLE = VTABLE_IMovementState
 
- Static Public Attributes inherited from RE::IMovementInterface
static constexpr auto RTTI = RTTI_IMovementInterface
 
static constexpr auto VTABLE = VTABLE_IMovementInterface
 
- Static Public Attributes inherited from RE::IPostAnimationChannelUpdateFunctor
static constexpr auto RTTI = RTTI_IPostAnimationChannelUpdateFunctor
 
static constexpr auto VTABLE = VTABLE_IPostAnimationChannelUpdateFunctor
 

Member Enumeration Documentation

◆ BOOL_BITS

enum RE::Actor::BOOL_BITS
strong
Enumerator
kNone 
kDelayUpdateScenegraph 
kProcessMe 
kMurderAlarm 
kHasSceneExtra 
kHeadingFixed 
kSpeakingDone 
kIgnoreChangeAnimationCall 
kSoundFileDone 
kVoiceFileDone 
kInTempChangeList 
kDoNotRunSayToCallback 
kDead 
kForceGreetingPlayer 
kForceUpdateQuestTarget 
kSearchingInCombat 
kAttackOnNextTheft 
kEvpBuffered 
kResetAI 
kInWater 
kSwimming 
kVoicePausedByScript 
kWasInFrustrum 
kShouldRotateToTrack 
kSetOnDeath 
kDoNotPadVoice 
kFootIKInRange 
kPlayerTeammate 
kGivePlayerXP 
kSoundCallbackSuccess 
kUseEmotion 
kGuard 
kParalyzed 

◆ BOOL_FLAGS

enum RE::Actor::BOOL_FLAGS
strong
Enumerator
kNone 
kScenePackage 
kIsAMount 
kMountPointClear 
kGettingOnOffMount 
kInRandomScene 
kNoBleedoutRecovery 
kInBleedoutAnimation 
kCanDoFavor 
kShouldAnimGraphUpdate 
kCanSpeakToEssentialDown 
kBribedByPlayer 
kAngryWithPlayer 
kIsTrespassing 
kCanSpeak 
kIsInKillMove 
kAttackOnSight 
kIsCommandedActor 
kForceOneAnimgraphUpdate 
kEssential 
kProtected 
kAttackingDisabled 
kCastingDisabled 
kSceneHeadTrackRotation 
kForceIncMinBoneUpdate 
kCrimeSearch 
kMovingIntoLoadedArea 
kDoNotShowOnStealthMeter 
kMovementBlocked 
kAllowInstantFurniturePopInPlayerCell 
kForceAnimGraphUpdate 
kCheckAddEffectDualCast 
kUnderwater 

Constructor & Destructor Documentation

◆ ~Actor()

RE::Actor::~Actor ( )
override

Member Function Documentation

◆ AddAnimationGraphEventSink()

bool RE::Actor::AddAnimationGraphEventSink ( BSTEventSink< BSAnimationGraphEvent > *  a_sink) const

◆ AddCastPower()

void RE::Actor::AddCastPower ( SpellItem a_power)

◆ AddDeathItems()

void RE::Actor::AddDeathItems ( )

◆ AddObjectToContainer()

void RE::Actor::AddObjectToContainer ( TESBoundObject a_object,
ExtraDataList a_extraList,
std::int32_t  a_count,
TESObjectREFR a_fromRefr 
)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ AddPerk()

virtual void RE::Actor::AddPerk ( BGSPerk a_perk,
std::uint32_t  a_rank = 0 
)
virtual

◆ AddShout()

virtual bool RE::Actor::AddShout ( TESShout a_shout)
virtual

◆ AddSpell()

bool RE::Actor::AddSpell ( SpellItem a_spell)

◆ AddToFaction()

void RE::Actor::AddToFaction ( TESFaction a_faction,
std::int8_t  a_rank 
)

◆ AddWornItem()

bool RE::Actor::AddWornItem ( TESBoundObject a_item,
std::int32_t  a_count,
bool  a_forceEquip,
std::uint32_t  a_arg4,
std::uint32_t  a_arg5 
)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ AddWornOutfit()

void RE::Actor::AddWornOutfit ( BGSOutfit a_outfit,
bool  a_forceUpdate 
)

◆ AllowBleedoutDialogue()

void RE::Actor::AllowBleedoutDialogue ( bool  a_canTalk)

◆ AllowPCDialogue()

void RE::Actor::AllowPCDialogue ( bool  a_talk)

◆ ApplyCurrent()

bool RE::Actor::ApplyCurrent ( float  a_velocityTime,
const hkVector4 a_velocity 
)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ ApplyPerksFromBase()

virtual void RE::Actor::ApplyPerksFromBase ( )
virtual

◆ ApplyTemporaryPerk()

virtual void RE::Actor::ApplyTemporaryPerk ( BGSPerk a_perk)
virtual

◆ AttachArrow()

virtual void RE::Actor::AttachArrow ( const BSTSmartPointer< BipedAnim > &  a_biped)
virtual

◆ CalcArmorRating()

virtual float RE::Actor::CalcArmorRating ( )
virtual

Reimplemented in RE::Character.

◆ CalculateCachedOwnerIsInCombatantFaction()

virtual bool RE::Actor::CalculateCachedOwnerIsInCombatantFaction ( ) const
virtual

◆ CalculateCachedOwnerIsNPC()

virtual bool RE::Actor::CalculateCachedOwnerIsNPC ( ) const
virtual

◆ CalculateCachedOwnerIsUndead()

virtual bool RE::Actor::CalculateCachedOwnerIsUndead ( ) const
virtual

◆ CalcUnarmedDamage()

virtual float RE::Actor::CalcUnarmedDamage ( )
virtual

Reimplemented in RE::Character.

◆ CanAttackActor()

bool RE::Actor::CanAttackActor ( Actor a_actor)

◆ CanFlyHere()

bool RE::Actor::CanFlyHere ( ) const

◆ CanOfferServices()

bool RE::Actor::CanOfferServices ( ) const

◆ CanPickpocket()

bool RE::Actor::CanPickpocket ( ) const

◆ CanTalkToPlayer()

bool RE::Actor::CanTalkToPlayer ( ) const

◆ CanUseIdle()

bool RE::Actor::CanUseIdle ( TESIdleForm a_idle) const

◆ CastPermanentMagic()

void RE::Actor::CastPermanentMagic ( bool  a_wornItemEnchantments,
bool  a_baseSpells,
bool  a_raceSpells,
bool  a_everyActorAbility 
)

◆ CheckCast()

virtual bool RE::Actor::CheckCast ( MagicItem a_spell,
bool  a_dualCast,
MagicSystem::CannotCastReason a_reason 
)
virtual

◆ CheckClampDamageModifier()

virtual float RE::Actor::CheckClampDamageModifier ( ActorValue  a_av,
float  a_delta 
)
virtual

◆ CheckForCurrentAliasPackage()

TESPackage* RE::Actor::CheckForCurrentAliasPackage ( )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ CheckTempModifiers()

virtual void RE::Actor::CheckTempModifiers ( )
virtual

◆ CheckValidTarget()

virtual bool RE::Actor::CheckValidTarget ( TESObjectREFR a_target)
virtual

◆ ClearArrested()

void RE::Actor::ClearArrested ( )

◆ ClearExpressionOverride()

void RE::Actor::ClearExpressionOverride ( )

◆ ClearExtraArrows()

void RE::Actor::ClearExtraArrows ( )
inline

◆ ComputeMotionFeedbackSpeedAndDirection()

virtual bool RE::Actor::ComputeMotionFeedbackSpeedAndDirection ( const ActorMotionFeedbackData &  a_data,
float  a_delta,
ActorMotionFeedbackOutput &  a_output 
)
virtual

◆ CreateActorMover()

virtual void RE::Actor::CreateActorMover ( )
virtual

◆ CreateMovementController()

virtual void RE::Actor::CreateMovementController ( )
virtual

◆ CreateRefHandle()

ActorHandle RE::Actor::CreateRefHandle ( )

◆ Decapitate()

bool RE::Actor::Decapitate ( )

◆ DeselectSpell()

void RE::Actor::DeselectSpell ( SpellItem a_spell)

◆ DestroyActorMover()

virtual void RE::Actor::DestroyActorMover ( )
virtual

◆ DetachArrow()

virtual void RE::Actor::DetachArrow ( const BSTSmartPointer< BipedAnim > &  a_biped)
virtual

◆ DetachCharController()

virtual void RE::Actor::DetachCharController ( )
virtual

◆ DetachHavok()

bool RE::Actor::DetachHavok ( NiAVObject a_obj3D)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ Disable()

void RE::Actor::Disable ( )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ DispelAlteredStates()

void RE::Actor::DispelAlteredStates ( RE::EffectArchetype  a_exception)

◆ DispelWornItemEnchantments()

void RE::Actor::DispelWornItemEnchantments ( )

◆ DoMoveToHigh()

void RE::Actor::DoMoveToHigh ( )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ DoReset3D()

void RE::Actor::DoReset3D ( bool  a_updateWeight)

◆ DoTrap1()

void RE::Actor::DoTrap1 ( TrapData &  a_data)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ DoTrap2()

void RE::Actor::DoTrap2 ( TrapEntry *  a_trap,
TargetEntry *  a_target 
)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ DrawWeaponMagicHands()

virtual void RE::Actor::DrawWeaponMagicHands ( bool  a_draw)
virtual

◆ DrinkPotion()

virtual bool RE::Actor::DrinkPotion ( AlchemyItem a_potion,
ExtraDataList a_extralist 
)
virtual

◆ DropObject()

virtual ObjectRefHandle RE::Actor::DropObject ( const TESBoundObject a_object,
ExtraDataList a_extraList,
std::int32_t  a_count,
const NiPoint3 a_dropLoc = 0,
const NiPoint3 a_rotate = 0 
)
virtual

◆ EnableAI()

void RE::Actor::EnableAI ( bool  a_enable)

◆ EndDialogue()

virtual void RE::Actor::EndDialogue ( )
virtual

◆ EndInterruptPackage()

void RE::Actor::EndInterruptPackage ( bool  a_skipDialogue)

◆ EvaluatePackage()

void RE::Actor::EvaluatePackage ( bool  a_immediate = false,
bool  a_resetAI = false 
)

◆ FinishLoadGame()

void RE::Actor::FinishLoadGame ( BGSLoadFormBuffer a_buf)
overridevirtual

Reimplemented from RE::TESForm.

Reimplemented in RE::Character.

◆ ForceEditorLocation()

void RE::Actor::ForceEditorLocation ( BGSLocation a_location)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ ForEachPerk()

virtual void RE::Actor::ForEachPerk ( PerkEntryVisitor a_visitor) const
virtual

◆ ForEachPerkEntry()

virtual void RE::Actor::ForEachPerkEntry ( EntryPoint  a_entryType,
PerkEntryVisitor a_visitor 
) const
virtual

◆ GetAcrobatics()

virtual float RE::Actor::GetAcrobatics ( ) const
virtual

◆ GetActiveEffectList()

BSSimpleList<ActiveEffect*>* RE::Actor::GetActiveEffectList ( )
overridevirtual

Implements RE::MagicTarget.

◆ GetActorBase() [1/2]

TESNPC* RE::Actor::GetActorBase ( )

◆ GetActorBase() [2/2]

const TESNPC* RE::Actor::GetActorBase ( ) const

◆ GetActorValueModifier()

float RE::Actor::GetActorValueModifier ( ACTOR_VALUE_MODIFIER  a_modifier,
ActorValue  a_value 
) const

◆ GetAimAngle()

float RE::Actor::GetAimAngle ( ) const

◆ GetAimHeading()

float RE::Actor::GetAimHeading ( ) const

◆ GetAlpha()

virtual float RE::Actor::GetAlpha ( )
virtual

◆ GetArmorBaseFactorSum()

virtual float RE::Actor::GetArmorBaseFactorSum ( )
virtual

Reimplemented in RE::Character.

◆ GetAttackingWeapon() [1/2]

InventoryEntryData* RE::Actor::GetAttackingWeapon ( )

◆ GetAttackingWeapon() [2/2]

const InventoryEntryData* RE::Actor::GetAttackingWeapon ( ) const

◆ GetBoundMax()

NiPoint3 RE::Actor::GetBoundMax ( ) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ GetBoundMin()

NiPoint3 RE::Actor::GetBoundMin ( ) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ GetCannibal()

virtual bool RE::Actor::GetCannibal ( )
virtual

◆ GetCharController()

bhkCharacterController* RE::Actor::GetCharController ( ) const

◆ GetCollisionFilterInfo()

std::uint32_t RE::Actor::GetCollisionFilterInfo ( std::uint32_t &  a_outCollisionFilterInfo)

◆ GetCombatGroup()

virtual CombatGroup* RE::Actor::GetCombatGroup ( ) const
virtual

◆ GetCommandingActor()

NiPointer<Actor> RE::Actor::GetCommandingActor ( ) const

◆ GetCrimeFaction() [1/2]

TESFaction* RE::Actor::GetCrimeFaction ( )

◆ GetCrimeFaction() [2/2]

const TESFaction* RE::Actor::GetCrimeFaction ( ) const

◆ GetCrimeGoldValue()

virtual std::uint32_t RE::Actor::GetCrimeGoldValue ( const TESFaction a_faction) const
virtual

◆ GetCurrentAmmo()

TESAmmo* RE::Actor::GetCurrentAmmo ( ) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ GetCurrentPackage() [1/2]

TESPackage* RE::Actor::GetCurrentPackage ( )

◆ GetCurrentPackage() [2/2]

const TESPackage* RE::Actor::GetCurrentPackage ( ) const

◆ GetCurrentScene()

BGSScene* RE::Actor::GetCurrentScene ( ) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ GetCurrentShout() [1/2]

TESShout* RE::Actor::GetCurrentShout ( )

◆ GetCurrentShout() [2/2]

const TESShout* RE::Actor::GetCurrentShout ( ) const

◆ GetCurrentShoutLevel()

virtual std::int32_t RE::Actor::GetCurrentShoutLevel ( )
virtual

◆ GetEditorLocation1()

BGSLocation* RE::Actor::GetEditorLocation1 ( ) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ GetEditorLocation2()

bool RE::Actor::GetEditorLocation2 ( NiPoint3 a_outPos,
NiPoint3 a_outRot,
TESForm *&  a_outWorldOrCell,
TESObjectCELL a_fallback 
)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ GetEmotionType()

virtual EmotionType RE::Actor::GetEmotionType ( )
virtual

◆ GetEmotionValue()

virtual std::uint32_t RE::Actor::GetEmotionValue ( )
virtual

◆ GetEquippedEntryData()

InventoryEntryData* RE::Actor::GetEquippedEntryData ( bool  a_leftHand) const

◆ GetEquippedObject()

TESForm* RE::Actor::GetEquippedObject ( bool  a_leftHand) const

◆ GetEquippedObjectInSlot()

TESForm* RE::Actor::GetEquippedObjectInSlot ( const BGSEquipSlot slot) const

◆ GetEquippedWeight()

float RE::Actor::GetEquippedWeight ( )

◆ GetExclusiveBranch()

BGSDialogueBranch* RE::Actor::GetExclusiveBranch ( ) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ GetEyeVector()

virtual void RE::Actor::GetEyeVector ( NiPoint3 a_origin,
NiPoint3 a_direction,
bool  a_includeCameraOffset 
)
virtual

◆ GetFaceGenAnimationData()

BSFaceGenAnimationData* RE::Actor::GetFaceGenAnimationData ( )
overridevirtual

Reimplemented from RE::TESObjectREFR.

Reimplemented in RE::Character.

◆ GetFactionRank()

std::int32_t RE::Actor::GetFactionRank ( TESFaction a_faction,
bool  a_isPlayer 
)

◆ GetFactionReaction()

FIGHT_REACTION RE::Actor::GetFactionReaction ( Actor a_other) const

◆ GetFastWalkSpeed()

virtual float RE::Actor::GetFastWalkSpeed ( )
virtual

◆ GetFireNode()

NiNode* RE::Actor::GetFireNode ( )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ GetGoldAmount()

std::int32_t RE::Actor::GetGoldAmount ( bool  a_noInit = false)

◆ GetHandle()

ActorHandle RE::Actor::GetHandle ( )

◆ GetHeading()

virtual float RE::Actor::GetHeading ( bool  a_ignoreRaceSettings) const
virtual

◆ GetHeadPartObject()

NiAVObject* RE::Actor::GetHeadPartObject ( BGSHeadPart::HeadPartType  a_type)

◆ GetHeight()

float RE::Actor::GetHeight ( )

◆ GetHighProcess()

HighProcessData* RE::Actor::GetHighProcess ( ) const

◆ GetJogSpeed()

virtual float RE::Actor::GetJogSpeed ( )
virtual

◆ GetKiller()

Actor* RE::Actor::GetKiller ( ) const

◆ GetLevel()

std::uint16_t RE::Actor::GetLevel ( ) const

◆ GetLinearVelocity()

void RE::Actor::GetLinearVelocity ( NiPoint3 a_velocity) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ GetLookingAtLocation()

NiPoint3 RE::Actor::GetLookingAtLocation ( ) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ GetMagicCaster()

MagicCaster* RE::Actor::GetMagicCaster ( MagicSystem::CastingSource  a_source)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ GetMagicTarget()

MagicTarget* RE::Actor::GetMagicTarget ( )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ GetMiddleHighProcess()

MiddleHighProcessData* RE::Actor::GetMiddleHighProcess ( ) const

◆ GetMount()

bool RE::Actor::GetMount ( NiPointer< Actor > &  a_outMount)

◆ GetMountedBy()

bool RE::Actor::GetMountedBy ( NiPointer< Actor > &  a_outRider)

◆ GetMoveDirectionRelativeToFacing()

double RE::Actor::GetMoveDirectionRelativeToFacing ( )

◆ GetOccupiedFurniture()

ObjectRefHandle RE::Actor::GetOccupiedFurniture ( ) const

◆ GetPlayerControls()

bool RE::Actor::GetPlayerControls ( ) const

◆ GetRace()

TESRace* RE::Actor::GetRace ( ) const

◆ GetRegenDelay()

float RE::Actor::GetRegenDelay ( ActorValue  a_actorValue) const

◆ GetResponseString()

virtual const BSFixedString& RE::Actor::GetResponseString ( ) const
virtual

◆ GetRider()

bool RE::Actor::GetRider ( NiPointer< Actor > &  a_outRider)

◆ GetRunSpeed()

virtual float RE::Actor::GetRunSpeed ( )
virtual

◆ GetSequencer()

BGSAnimationSequencer* RE::Actor::GetSequencer ( void  ) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ GetSkin() [1/2]

TESObjectARMO* RE::Actor::GetSkin ( ) const

◆ GetSkin() [2/2]

TESObjectARMO* RE::Actor::GetSkin ( BGSBipedObjectForm::BipedObjectSlot  a_slot,
bool  a_noInit = false 
)

◆ GetSoulSize()

SOUL_LEVEL RE::Actor::GetSoulSize ( ) const

◆ GetStartingAngle()

NiPoint3 RE::Actor::GetStartingAngle ( ) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ GetStartingLocation()

NiPoint3 RE::Actor::GetStartingLocation ( ) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ GetTargetStatsObject()

Actor* RE::Actor::GetTargetStatsObject ( )
overridevirtual

Reimplemented from RE::MagicTarget.

◆ GetTemplateBase()

TESNPC* RE::Actor::GetTemplateBase ( )

◆ GetTotalCarryWeight()

float RE::Actor::GetTotalCarryWeight ( )

◆ GetTrackedDamage()

float RE::Actor::GetTrackedDamage ( ) const

◆ GetVampireFeed()

virtual bool RE::Actor::GetVampireFeed ( )
virtual

◆ GetVendorFaction() [1/2]

TESFaction* RE::Actor::GetVendorFaction ( )

◆ GetVendorFaction() [2/2]

const TESFaction* RE::Actor::GetVendorFaction ( ) const

◆ GetVoiceRecoveryTime()

float RE::Actor::GetVoiceRecoveryTime ( )

◆ GetWalkSpeed()

virtual float RE::Actor::GetWalkSpeed ( )
virtual

◆ GetWarmthRating()

float RE::Actor::GetWarmthRating ( ) const

◆ GetWornArmor() [1/2]

TESObjectARMO* RE::Actor::GetWornArmor ( BGSBipedObjectForm::BipedObjectSlot  a_slot,
bool  a_noInit = false 
)

◆ GetWornArmor() [2/2]

TESObjectARMO* RE::Actor::GetWornArmor ( FormID  a_formID,
bool  a_noInit = false 
)

◆ GoToPrison()

virtual void RE::Actor::GoToPrison ( TESFaction a_faction,
bool  a_removeInventory,
bool  a_realJail 
)
virtual

◆ HandleHealthDamage()

virtual void RE::Actor::HandleHealthDamage ( Actor a_attacker,
float  a_damage 
)
virtual

◆ HasBeenAttacked()

virtual bool RE::Actor::HasBeenAttacked ( ) const
virtual

◆ HasKeyword()

bool RE::Actor::HasKeyword ( const BGSKeyword a_keyword) const

◆ HasKeywordHelper()

bool RE::Actor::HasKeywordHelper ( const BGSKeyword a_keyword) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ HasKeywordString()

bool RE::Actor::HasKeywordString ( std::string_view  a_formEditorID)

◆ HasLineOfSight()

bool RE::Actor::HasLineOfSight ( TESObjectREFR a_ref,
bool &  a_arg2 
)

◆ HasOutfitItems()

bool RE::Actor::HasOutfitItems ( BGSOutfit a_outfit)

◆ HasPerk()

bool RE::Actor::HasPerk ( BGSPerk a_perk) const

◆ HasPerkEntries()

virtual bool RE::Actor::HasPerkEntries ( EntryPoint  a_entryType) const
virtual

◆ HasShout()

bool RE::Actor::HasShout ( TESShout a_shout) const

◆ HasSpell()

bool RE::Actor::HasSpell ( SpellItem a_spell) const

◆ InitHavok()

void RE::Actor::InitHavok ( )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ InitiateCannibalPackage()

virtual void RE::Actor::InitiateCannibalPackage ( Actor a_target)
virtual

◆ InitiateDialogue()

virtual void RE::Actor::InitiateDialogue ( Actor a_target,
PackageLocation a_loc1,
PackageLocation a_loc2 
)
virtual

◆ InitiateDoNothingPackage()

void RE::Actor::InitiateDoNothingPackage ( )

◆ InitiateFlee()

virtual void RE::Actor::InitiateFlee ( TESObjectREFR a_fleeRef,
bool  a_runOnce,
bool  a_knows,
bool  a_combatMode,
TESObjectCELL a_cell,
TESObjectREFR a_ref,
float  a_fleeFromDist,
float  a_fleeToDist 
)
virtual

◆ InitiateGetUpPackage()

virtual void RE::Actor::InitiateGetUpPackage ( )
virtual

◆ InitiateSpectator()

virtual void RE::Actor::InitiateSpectator ( Actor a_target)
virtual

◆ InitiateTresPassPackage()

virtual bool RE::Actor::InitiateTresPassPackage ( TrespassPackage *  a_trespassPackage)
virtual

Reimplemented in RE::Character.

◆ InitiateVampireFeedPackage()

virtual void RE::Actor::InitiateVampireFeedPackage ( Actor a_target,
TESObjectREFR a_furniture 
)
virtual

Reimplemented in RE::Character.

◆ InitItemImpl()

void RE::Actor::InitItemImpl ( )
overridevirtual

Reimplemented from RE::TESForm.

◆ InitLoadGame()

void RE::Actor::InitLoadGame ( BGSLoadFormBuffer a_buf)
overridevirtual

Reimplemented from RE::TESForm.

Reimplemented in RE::Character.

◆ InitValues()

virtual void RE::Actor::InitValues ( )
virtual

◆ InterruptCast()

void RE::Actor::InterruptCast ( bool  a_restoreMagicka) const

◆ IsAIEnabled()

bool RE::Actor::IsAIEnabled ( ) const

◆ IsAlarmed()

bool RE::Actor::IsAlarmed ( ) const

◆ IsAMount()

bool RE::Actor::IsAMount ( ) const

◆ IsAngryWithPlayer()

bool RE::Actor::IsAngryWithPlayer ( ) const
inline

◆ IsAnimationDriven()

bool RE::Actor::IsAnimationDriven ( ) const

◆ IsAtPoint()

virtual bool RE::Actor::IsAtPoint ( const NiPoint3 a_point,
float  a_radius,
bool  a_expandRadius,
bool  a_alwaysTestHeight 
)
virtual

◆ IsAttacking()

bool RE::Actor::IsAttacking ( ) const

◆ IsBeingRidden()

bool RE::Actor::IsBeingRidden ( ) const

◆ IsBlocking()

bool RE::Actor::IsBlocking ( ) const

◆ IsCasting()

bool RE::Actor::IsCasting ( MagicItem a_spell) const

◆ IsChild()

bool RE::Actor::IsChild ( ) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

Reimplemented in RE::Character.

◆ IsCombatTarget()

bool RE::Actor::IsCombatTarget ( Actor a_other) const

◆ IsCommandedActor()

bool RE::Actor::IsCommandedActor ( ) const

◆ IsCurrentShout()

bool RE::Actor::IsCurrentShout ( SpellItem a_power)

◆ IsDead()

bool RE::Actor::IsDead ( bool  a_notEssential = true) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ IsDoingFavor()

bool RE::Actor::IsDoingFavor ( ) const

◆ IsDualCasting()

bool RE::Actor::IsDualCasting ( ) const

◆ IsEssential()

bool RE::Actor::IsEssential ( ) const

◆ IsFactionInCrimeGroup()

bool RE::Actor::IsFactionInCrimeGroup ( const TESFaction a_faction) const

◆ IsGhost()

bool RE::Actor::IsGhost ( ) const

◆ IsGuard()

bool RE::Actor::IsGuard ( ) const

◆ IsHostileToActor()

bool RE::Actor::IsHostileToActor ( Actor a_actor)

◆ IsInCastPowerList()

bool RE::Actor::IsInCastPowerList ( SpellItem a_power)

◆ IsInCombat()

virtual bool RE::Actor::IsInCombat ( ) const
virtual

◆ IsInFaction()

virtual bool RE::Actor::IsInFaction ( const TESFaction faction) const
virtual

◆ IsInKillMove()

constexpr bool RE::Actor::IsInKillMove ( ) const
inlineconstexprnoexcept

◆ IsInMidair()

bool RE::Actor::IsInMidair ( ) const

◆ IsInRagdollState()

bool RE::Actor::IsInRagdollState ( ) const

◆ IsLeveled()

bool RE::Actor::IsLeveled ( ) const

◆ IsLimbGone()

bool RE::Actor::IsLimbGone ( std::uint32_t  a_limb)

◆ IsMoving()

bool RE::Actor::IsMoving ( ) const

◆ IsOnMount()

bool RE::Actor::IsOnMount ( ) const

◆ IsOverEncumbered()

bool RE::Actor::IsOverEncumbered ( ) const

◆ IsPlayerTeammate()

bool RE::Actor::IsPlayerTeammate ( ) const

◆ IsPowerAttackCoolingDown()

virtual bool RE::Actor::IsPowerAttackCoolingDown ( ) const
virtual

◆ IsPowerAttacking()

bool RE::Actor::IsPowerAttacking ( ) const

◆ IsProtected()

bool RE::Actor::IsProtected ( ) const

◆ IsRunning()

bool RE::Actor::IsRunning ( ) const

◆ IsSneaking()

bool RE::Actor::IsSneaking ( ) const

◆ IsSummoned()

bool RE::Actor::IsSummoned ( ) const
noexcept

◆ IsTrespassing()

bool RE::Actor::IsTrespassing ( ) const

◆ KillDying()

virtual void RE::Actor::KillDying ( )
virtual

◆ KillImmediate()

void RE::Actor::KillImmediate ( )

◆ KillImpl()

virtual void RE::Actor::KillImpl ( Actor a_attacker,
float  a_damage,
bool  a_sendEvent,
bool  a_ragdollInstant 
)
virtual

◆ Load3D()

NiAVObject* RE::Actor::Load3D ( bool  a_arg1)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ LoadGame()

void RE::Actor::LoadGame ( BGSLoadFormBuffer a_buf)
overridevirtual

Reimplemented from RE::TESForm.

Reimplemented in RE::Character.

◆ LookupByHandle() [1/2]

static NiPointer<Actor> RE::Actor::LookupByHandle ( RefHandle  a_refHandle)
static

◆ LookupByHandle() [2/2]

static bool RE::Actor::LookupByHandle ( RefHandle  a_refHandle,
NiPointer< Actor > &  a_refrOut 
)
static

◆ MagicTargetIsActor()

bool RE::Actor::MagicTargetIsActor ( ) const
overridevirtual

Reimplemented from RE::MagicTarget.

◆ ModCrimeGoldValue()

virtual void RE::Actor::ModCrimeGoldValue ( TESFaction a_faction,
bool  a_violent,
std::int32_t  a_amount 
)
virtual

◆ ModifyAnimationUpdateData()

void RE::Actor::ModifyAnimationUpdateData ( BSAnimationUpdateData a_data)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ ModifyMovementData()

virtual void RE::Actor::ModifyMovementData ( float  a_delta,
NiPoint3 a_arg3,
NiPoint3 a_arg4 
)
virtual

◆ Move()

virtual bhkCharacterController* RE::Actor::Move ( float  a_arg2,
const NiPoint3 a_position 
)
virtual

◆ MoveHavok()

void RE::Actor::MoveHavok ( bool  a_forceRec)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ MoveToHigh()

virtual bool RE::Actor::MoveToHigh ( )
virtual

◆ MovetoLow()

virtual bool RE::Actor::MovetoLow ( )
virtual

◆ MoveToMiddleHigh()

virtual bool RE::Actor::MoveToMiddleHigh ( )
virtual

◆ MovetoMiddleLow()

virtual bool RE::Actor::MovetoMiddleLow ( )
virtual

◆ OnAddCellPerformQueueReference()

bool RE::Actor::OnAddCellPerformQueueReference ( TESObjectCELL a_cell) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ OnArmorActorValueChanged()

virtual void RE::Actor::OnArmorActorValueChanged ( )
virtual

Reimplemented in RE::Character.

◆ OnItemEquipped()

virtual void RE::Actor::OnItemEquipped ( bool  a_playAnim)
virtual

◆ PauseCurrentDialogue()

void RE::Actor::PauseCurrentDialogue ( void  )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ PayFine()

virtual void RE::Actor::PayFine ( TESFaction a_faction,
bool  a_goToJail,
bool  a_removeStolenItems 
)
virtual

◆ PickUpObject()

virtual void RE::Actor::PickUpObject ( TESObjectREFR a_object,
std::int32_t  a_count,
bool  a_arg3 = false,
bool  a_playSound = true 
)
virtual

◆ PlayASound()

void RE::Actor::PlayASound ( BSSoundHandle a_result,
FormID  a_formID,
bool  a_unk03,
std::uint32_t  a_flags 
)

◆ PlayPickUpSound()

virtual void RE::Actor::PlayPickUpSound ( TESBoundObject a_object,
bool  a_pickup,
bool  a_use 
)
virtual

◆ PopulateGraphProjectsToLoad()

bool RE::Actor::PopulateGraphProjectsToLoad ( void  ) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ PotentiallyFixRagdollState()

virtual void RE::Actor::PotentiallyFixRagdollState ( )
virtual

◆ PrecacheData()

virtual void RE::Actor::PrecacheData ( )
virtual

Reimplemented in RE::Character.

◆ Predestroy()

void RE::Actor::Predestroy ( )
overridevirtual

Reimplemented from RE::TESObjectREFR.

Reimplemented in RE::Character.

◆ ProcessInWater()

bool RE::Actor::ProcessInWater ( hkpCollidable a_collidable,
float  a_waterHeight,
float  a_deltaTime 
)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ ProcessTracking()

virtual void RE::Actor::ProcessTracking ( float  a_delta,
NiAVObject a_obj3D 
)
virtual

◆ ProcessVATSAttack()

void RE::Actor::ProcessVATSAttack ( MagicCaster a_caster,
bool  a_hasTargetAnim,
TESObjectREFR a_target,
bool  a_leftHand 
)

◆ PutActorOnMountQuick()

virtual bool RE::Actor::PutActorOnMountQuick ( )
virtual

◆ PutCreatedPackage()

virtual void RE::Actor::PutCreatedPackage ( TESPackage a_package,
bool  a_tempPackage,
bool  a_createdPackage 
)
virtual

◆ QLastRiddenMount()

virtual ActorHandle RE::Actor::QLastRiddenMount ( ) const
virtual

◆ QSpeakingDone()

virtual bool RE::Actor::QSpeakingDone ( ) const
virtual

◆ RemoveAnimationGraphEventSink()

void RE::Actor::RemoveAnimationGraphEventSink ( BSTEventSink< BSAnimationGraphEvent > *  a_sink) const

◆ RemoveCastScroll()

void RE::Actor::RemoveCastScroll ( SpellItem a_spell,
MagicSystem::CastingSource  a_source 
)

◆ RemoveCharController()

virtual void RE::Actor::RemoveCharController ( )
virtual

◆ RemoveCrimeGoldValue()

virtual void RE::Actor::RemoveCrimeGoldValue ( TESFaction a_faction,
bool  a_violent,
std::int32_t  a_amount 
)
virtual

◆ RemoveExtraArrows3D()

void RE::Actor::RemoveExtraArrows3D ( )

◆ RemoveFromFaction()

void RE::Actor::RemoveFromFaction ( TESFaction a_faction)

◆ RemoveItem()

ObjectRefHandle RE::Actor::RemoveItem ( TESBoundObject a_item,
std::int32_t  a_count,
ITEM_REMOVE_REASON  a_reason,
ExtraDataList a_extraList,
TESObjectREFR a_moveToRef,
const NiPoint3 a_dropLoc = 0,
const NiPoint3 a_rotate = 0 
)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ RemoveOutfitItems()

void RE::Actor::RemoveOutfitItems ( BGSOutfit a_outfit)

◆ RemovePerk()

virtual void RE::Actor::RemovePerk ( BGSPerk a_perk)
virtual

◆ RemoveSpell()

bool RE::Actor::RemoveSpell ( SpellItem a_spell)

◆ RemoveTemporaryPerk()

virtual void RE::Actor::RemoveTemporaryPerk ( BGSPerk a_perk)
virtual

◆ RemoveWeapon()

void RE::Actor::RemoveWeapon ( BIPED_OBJECT  equipIndex)
overridevirtual

Reimplemented from RE::TESObjectREFR.

Reimplemented in RE::PlayerCharacter.

◆ RequestDetectionLevel()

std::int32_t RE::Actor::RequestDetectionLevel ( Actor a_target,
DETECTION_PRIORITY  a_priority = DETECTION_PRIORITY::kNormal 
)

◆ ResetInventory()

void RE::Actor::ResetInventory ( bool  a_leveledOnly)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ Resurrect()

virtual void RE::Actor::Resurrect ( bool  a_resetInventory,
bool  a_attach3D 
)
virtual

◆ Revert()

void RE::Actor::Revert ( BGSLoadFormBuffer a_buf)
overridevirtual

Reimplemented from RE::TESForm.

Reimplemented in RE::Character.

◆ SaveGame()

void RE::Actor::SaveGame ( BGSSaveFormBuffer a_buf)
overridevirtual

Reimplemented from RE::TESForm.

Reimplemented in RE::Character.

◆ ServePrisonTime()

virtual void RE::Actor::ServePrisonTime ( )
virtual

◆ Set3D()

void RE::Actor::Set3D ( NiAVObject a_object,
bool  a_queue3DTasks = true 
)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ SetActionComplete()

void RE::Actor::SetActionComplete ( bool  a_set)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ SetActorStartingPosition()

virtual void RE::Actor::SetActorStartingPosition ( )
virtual

◆ SetAlpha()

virtual void RE::Actor::SetAlpha ( float  a_alpha = 1.0)
virtual

◆ SetAvoidanceDisabled()

virtual void RE::Actor::SetAvoidanceDisabled ( bool  a_set)
virtual

◆ SetBeenAttacked()

virtual void RE::Actor::SetBeenAttacked ( bool  a_set)
virtual

◆ SetCannibal()

virtual void RE::Actor::SetCannibal ( bool  a_set)
virtual

◆ SetCombatGroup()

virtual void RE::Actor::SetCombatGroup ( CombatGroup a_group)
virtual

◆ SetCrimeGoldValue()

virtual void RE::Actor::SetCrimeGoldValue ( TESFaction a_faction,
bool  a_violent,
std::uint32_t  a_amount 
)
virtual

◆ SetCurrentScene()

void RE::Actor::SetCurrentScene ( BGSScene a_scene)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ SetDefaultOutfit()

bool RE::Actor::SetDefaultOutfit ( BGSOutfit a_outfit,
bool  a_update3D 
)

◆ SetDelete()

void RE::Actor::SetDelete ( bool  a_set)
overridevirtual

Reimplemented from RE::TESForm.

◆ SetDialogueWithPlayer()

bool RE::Actor::SetDialogueWithPlayer ( bool  a_flag,
bool  a_forceGreet,
TESTopicInfo a_topic 
)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ SetEmotionType()

virtual void RE::Actor::SetEmotionType ( EmotionType  a_emotionType)
virtual

◆ SetEmotionValue()

virtual void RE::Actor::SetEmotionValue ( std::uint32_t  a_emotionValue)
virtual

◆ SetExclusiveBranch()

void RE::Actor::SetExclusiveBranch ( BGSDialogueBranch a_branch)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ SetFireNode()

void RE::Actor::SetFireNode ( NiNode a_fireNode)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ SetHeading()

void RE::Actor::SetHeading ( float  a_angle)

◆ SetLastRiddenMount()

virtual void RE::Actor::SetLastRiddenMount ( ActorHandle  a_mount)
virtual

◆ SetLifeState()

void RE::Actor::SetLifeState ( ACTOR_LIFE_STATE  a_lifeState)

◆ SetLooking()

void RE::Actor::SetLooking ( float  a_angle)

◆ SetObjectReference()

void RE::Actor::SetObjectReference ( TESBoundObject a_object)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ SetParentCell()

void RE::Actor::SetParentCell ( TESObjectCELL a_cell)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ SetPlayerControls()

void RE::Actor::SetPlayerControls ( bool  a_enable)

◆ SetPosition()

virtual void RE::Actor::SetPosition ( const NiPoint3 a_pos,
bool  a_updateCharController 
)
virtual

◆ SetRefraction()

virtual void RE::Actor::SetRefraction ( bool  a_enable,
float  a_refraction 
)
virtual

◆ SetSize()

virtual void RE::Actor::SetSize ( float  a_size)
virtual

Reimplemented in RE::Character.

◆ SetSleepOutfit()

bool RE::Actor::SetSleepOutfit ( BGSOutfit a_outfit,
bool  a_update3D 
)

◆ SetSpeakingDone()

virtual void RE::Actor::SetSpeakingDone ( bool  a_set)
virtual

◆ SetUpTalkingActivatorActor()

virtual Actor* RE::Actor::SetUpTalkingActivatorActor ( Actor a_target,
Actor *&  a_activator 
)
virtual

◆ SetVampireFeed()

virtual void RE::Actor::SetVampireFeed ( bool  a_set)
virtual

◆ ShouldPerformRevert()

bool RE::Actor::ShouldPerformRevert ( ) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ ShouldRespondToActorCollision()

virtual bool RE::Actor::ShouldRespondToActorCollision ( const MovementMessageActorCollision &  a_msg,
const ActorHandlePtr a_target 
)
virtual

◆ ShouldSaveAnimationOnSaving()

bool RE::Actor::ShouldSaveAnimationOnSaving ( ) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ ShouldSaveAnimationOnUnloading()

bool RE::Actor::ShouldSaveAnimationOnUnloading ( ) const
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ StartPowerAttackCoolDown()

virtual void RE::Actor::StartPowerAttackCoolDown ( )
virtual

◆ StealAlarm()

void RE::Actor::StealAlarm ( TESObjectREFR a_ref,
TESForm a_object,
std::int32_t  a_num,
std::int32_t  a_total,
TESForm a_owner,
bool  a_allowWarning 
)

◆ StopAlarmOnActor()

void RE::Actor::StopAlarmOnActor ( )

◆ StopCombat()

virtual void RE::Actor::StopCombat ( )
virtual

◆ StopInteractingQuick()

void RE::Actor::StopInteractingQuick ( bool  a_unk02)

◆ StopMoving()

void RE::Actor::StopMoving ( float  a_delta)

◆ SwitchRace()

void RE::Actor::SwitchRace ( TESRace a_race,
bool  a_player 
)

◆ TrespassAlarm()

void RE::Actor::TrespassAlarm ( TESObjectREFR a_ref,
TESForm a_ownership,
std::int32_t  a_crime 
)

◆ TryChangeSkyCellActorsProcessLevel()

bool RE::Actor::TryChangeSkyCellActorsProcessLevel ( )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ TryMoveToMiddleLow()

void RE::Actor::TryMoveToMiddleLow ( )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ TryUpdateActorLastSeenTime()

void RE::Actor::TryUpdateActorLastSeenTime ( )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ UnequipItem()

void RE::Actor::UnequipItem ( std::uint64_t  a_arg1,
TESBoundObject a_object 
)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ Unk_105()

virtual void RE::Actor::Unk_105 ( void  )
virtual

◆ Unk_106()

virtual void RE::Actor::Unk_106 ( void  )
virtual

◆ Unk_117()

virtual void RE::Actor::Unk_117 ( void  )
virtual

◆ Unk_123()

virtual void RE::Actor::Unk_123 ( void  )
virtual

◆ Unk_67()

void RE::Actor::Unk_67 ( void  )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ Unk_68()

void RE::Actor::Unk_68 ( void  )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ Unk_69()

void RE::Actor::Unk_69 ( void  )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ Unk_75()

void RE::Actor::Unk_75 ( void  )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ Unk_78()

void RE::Actor::Unk_78 ( void  )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ Unk_96()

void RE::Actor::Unk_96 ( void  )
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ Unk_A2()

virtual void RE::Actor::Unk_A2 ( void  )
virtual

◆ Unk_B3()

virtual void RE::Actor::Unk_B3 ( void  )
virtual

◆ Unk_B4()

virtual void RE::Actor::Unk_B4 ( void  )
virtual

◆ Unk_C4()

virtual void RE::Actor::Unk_C4 ( void  )
virtual

Reimplemented in RE::Character.

◆ Unk_C5()

virtual void RE::Actor::Unk_C5 ( void  )
virtual

Reimplemented in RE::Character.

◆ Unk_C6()

virtual void RE::Actor::Unk_C6 ( void  )
pure virtual

Implemented in RE::Character.

◆ Unk_C9()

virtual void RE::Actor::Unk_C9 ( void  )
virtual

◆ Unk_D1()

virtual void RE::Actor::Unk_D1 ( void  )
virtual

◆ Unk_E9()

virtual void RE::Actor::Unk_E9 ( void  )
virtual

◆ Unk_EA()

virtual void RE::Actor::Unk_EA ( void  )
virtual

◆ UnlockWord()

virtual void RE::Actor::UnlockWord ( TESWordOfPower a_power)
virtual

◆ Update()

virtual void RE::Actor::Update ( float  a_delta)
virtual

◆ Update3DModel()

void RE::Actor::Update3DModel ( )

◆ Update3DPosition()

void RE::Actor::Update3DPosition ( bool  a_warp)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ UpdateActor3DPosition()

virtual void RE::Actor::UpdateActor3DPosition ( )
virtual

◆ UpdateAlpha()

virtual void RE::Actor::UpdateAlpha ( )
virtual

◆ UpdateAnimation()

void RE::Actor::UpdateAnimation ( float  a_delta)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ UpdateArmorAbility()

void RE::Actor::UpdateArmorAbility ( TESForm a_armor,
ExtraDataList a_extraData 
)

◆ UpdateAwakeSound()

void RE::Actor::UpdateAwakeSound ( NiAVObject a_obj3D)

◆ UpdateCharacterControllerSimulationSettings()

virtual void RE::Actor::UpdateCharacterControllerSimulationSettings ( bhkCharacterController a_controller)
virtual

◆ UpdateCombat()

virtual void RE::Actor::UpdateCombat ( )
virtual

◆ UpdateCombatControllerSettings()

virtual void RE::Actor::UpdateCombatControllerSettings ( )
virtual

◆ UpdateFadeSettings()

virtual void RE::Actor::UpdateFadeSettings ( bhkCharacterController a_controller)
virtual

◆ UpdateFeedbackGraphSpeedAndDirection()

virtual bool RE::Actor::UpdateFeedbackGraphSpeedAndDirection ( const ActorMotionFeedbackOutput &  a_output)
virtual

◆ UpdateHairColor()

void RE::Actor::UpdateHairColor ( )

◆ UpdateInDialogue()

bool RE::Actor::UpdateInDialogue ( DialogueResponse a_response,
bool  a_unused 
)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ UpdateNoAI()

virtual void RE::Actor::UpdateNoAI ( float  a_delta)
virtual

◆ UpdateNonRenderSafe()

virtual void RE::Actor::UpdateNonRenderSafe ( float  a_delta)
virtual

◆ UpdateRegenDelay()

void RE::Actor::UpdateRegenDelay ( ActorValue  a_actorValue,
float  a_regenDelay 
)

◆ UpdateSkinColor()

void RE::Actor::UpdateSkinColor ( )

◆ UpdateSoundCallBack()

void RE::Actor::UpdateSoundCallBack ( bool  a_endSceneAction)
overridevirtual

Reimplemented from RE::TESObjectREFR.

◆ UpdateWeaponAbility()

void RE::Actor::UpdateWeaponAbility ( TESForm a_weapon,
ExtraDataList a_extraData,
bool  a_leftHand 
)

◆ UseAmmo()

virtual std::uint32_t RE::Actor::UseAmmo ( std::uint32_t  a_shotCount)
virtual

◆ UseSkill()

virtual void RE::Actor::UseSkill ( ActorValue  a_av,
float  a_points,
TESForm a_arg3 
)
virtual

◆ VisitArmorAddon()

void RE::Actor::VisitArmorAddon ( TESObjectARMO a_armor,
TESObjectARMA a_arma,
std::function< void(bool a_firstPerson, NiAVObject &a_obj)>  a_visitor 
)

◆ VisitFactions()

bool RE::Actor::VisitFactions ( std::function< bool(TESFaction *a_faction, std::int8_t a_rank)>  a_visitor)

◆ VisitSpells()

void RE::Actor::VisitSpells ( ForEachSpellVisitor a_visitor)

◆ WeaponSwingCallBack()

virtual void RE::Actor::WeaponSwingCallBack ( )
virtual

◆ WhoIsCasting()

std::uint8_t RE::Actor::WhoIsCasting ( )

◆ WornArmorChanged()

virtual void RE::Actor::WornArmorChanged ( void  )
virtual

◆ WouldBeStealing()

bool RE::Actor::WouldBeStealing ( const TESObjectREFR a_target) const

Member Data Documentation

◆ actionValue

std::int32_t RE::Actor::actionValue

◆ actorMover

ActorMover* RE::Actor::actorMover

◆ addedSpells

BSTSmallArray<SpellItem*> RE::Actor::addedSpells

◆ armorBaseFactorSum

float RE::Actor::armorBaseFactorSum

◆ armorRating

float RE::Actor::armorRating

◆ avStorage

ActorValueStorage RE::Actor::avStorage

◆ biped

BSTSmartPointer<BipedAnim> RE::Actor::biped

◆ boolBits

stl::enumeration<BOOL_BITS, std::uint32_t> RE::Actor::boolBits

◆ boolFlags

stl::enumeration<BOOL_FLAGS, std::uint32_t> RE::Actor::boolFlags

◆ calculateVendorFactionTimer

AITimeStamp RE::Actor::calculateVendorFactionTimer

◆ checkMyDeadBodyTimer

float RE::Actor::checkMyDeadBodyTimer

◆ combatController

CombatController* RE::Actor::combatController

◆ criticalStage

stl::enumeration<ACTOR_CRITICAL_STAGE, std::uint32_t> RE::Actor::criticalStage

◆ currentCombatTarget

ActorHandle RE::Actor::currentCombatTarget

◆ currentProcess

AIProcess* RE::Actor::currentProcess

◆ dialogueItemTarget

ObjectRefHandle RE::Actor::dialogueItemTarget

◆ editorLocation

BGSLocation* RE::Actor::editorLocation

◆ editorLocCoord

NiPoint3 RE::Actor::editorLocCoord

◆ editorLocForm

TESForm* RE::Actor::editorLocForm

◆ editorLocRot

float RE::Actor::editorLocRot

◆ emotionType

EmotionType RE::Actor::emotionType

◆ emotionValue

std::uint32_t RE::Actor::emotionValue

◆ equippedWeight

float RE::Actor::equippedWeight

◆ exclusiveBranch

BGSDialogueBranch* RE::Actor::exclusiveBranch

◆ FORMTYPE

constexpr auto RE::Actor::FORMTYPE = FormType::ActorCharacter
inlinestaticconstexpr

◆ healthModifiers

Modifiers RE::Actor::healthModifiers

◆ intimidateBribeDayStamp

std::uint32_t RE::Actor::intimidateBribeDayStamp

◆ lastSeenTime

std::uint32_t RE::Actor::lastSeenTime

◆ lastUpdate

float RE::Actor::lastUpdate

◆ magicCasters

ActorMagicCaster* RE::Actor::magicCasters[SlotTypes::kTotal]

◆ magickaModifiers

Modifiers RE::Actor::magickaModifiers

◆ movementController

BSTSmartPointer<MovementControllerNPC> RE::Actor::movementController

◆ myKiller

ActorHandle RE::Actor::myKiller

◆ pad0EC

std::uint32_t RE::Actor::pad0EC

◆ pad1EC

std::uint32_t RE::Actor::pad1EC

◆ race

TESRace* RE::Actor::race

◆ RTTI

constexpr auto RE::Actor::RTTI = RTTI_Actor
inlinestaticconstexpr

◆ selectedPower

TESForm* RE::Actor::selectedPower

◆ selectedSpells

MagicItem* RE::Actor::selectedSpells[SlotTypes::kTotal]

◆ soundCallBackSet

std::int8_t RE::Actor::soundCallBackSet

◆ staminaModifiers

Modifiers RE::Actor::staminaModifiers

◆ thiefCrimeStamp

std::int32_t RE::Actor::thiefCrimeStamp

◆ timerOnAction

float RE::Actor::timerOnAction

◆ underWaterTimer

float RE::Actor::underWaterTimer

◆ unk11C

std::uint32_t RE::Actor::unk11C

◆ unk150

TESPackage* RE::Actor::unk150

◆ unk174

std::uint32_t RE::Actor::unk174

◆ unk178

std::uint32_t RE::Actor::unk178

◆ unk180

std::uint64_t RE::Actor::unk180

◆ unk1E8

std::uint32_t RE::Actor::unk1E8

◆ unk271

std::uint8_t RE::Actor::unk271

◆ unk272

std::uint8_t RE::Actor::unk272

◆ unk273

std::uint8_t RE::Actor::unk273

◆ unk274

std::uint32_t RE::Actor::unk274

◆ unk278

std::uint64_t RE::Actor::unk278

◆ unk280

std::uint64_t RE::Actor::unk280

◆ unk288

REX::W32::CRITICAL_SECTION RE::Actor::unk288

◆ updateTargetTimer

float RE::Actor::updateTargetTimer

◆ vendorFaction

TESFaction* RE::Actor::vendorFaction

◆ voicePointsModifiers

Modifiers RE::Actor::voicePointsModifiers

◆ voiceTimer

float RE::Actor::voiceTimer

◆ VTABLE

constexpr auto RE::Actor::VTABLE = VTABLE_Actor
inlinestaticconstexpr

The documentation for this class was generated from the following file: