CommonLibVR
RE::Character Member List

This is the complete list of members for RE::Character, including all inherited members.

_pad0CRE::NiRefObject
_refCountRE::NiRefObject
actionValueRE::Actor
Activate(TESObjectREFR *a_targetRef, TESObjectREFR *a_activatorRef, std::uint8_t a_arg3, TESBoundObject *a_object, std::int32_t a_targetCount)RE::TESFormvirtual
ActivateRef(TESObjectREFR *a_activator, std::uint8_t a_arg2, TESBoundObject *a_object, std::int32_t a_count, bool a_defaultProcessingOnly)RE::TESObjectREFR
actorMoverRE::Actor
actorState1RE::ActorState
actorState2RE::ActorState
AddAnimationGraphEventSink(BSTEventSink< BSAnimationGraphEvent > *a_sink) constRE::Actor
AddCastPower(SpellItem *a_power)RE::Actor
AddChange(std::uint32_t a_changeFlags)RE::TESFormvirtual
AddCompileIndex(FormID &a_id, TESFile *a_file)RE::TESForminlinestatic
AddDeathItems()RE::Actor
addedSpellsRE::Actor
AddObjectToContainer(TESBoundObject *a_object, ExtraDataList *a_extraList, std::int32_t a_count, TESObjectREFR *a_fromRefr) overrideRE::Actorvirtual
AddPerk(BGSPerk *a_perk, std::uint32_t a_rank=0)RE::Actorvirtual
AddShout(TESShout *a_shout)RE::Actorvirtual
AddSpell(SpellItem *a_spell)RE::Actor
AddTarget(AddTargetData &a_targetData)RE::MagicTargetvirtual
AddToFaction(TESFaction *a_faction, std::int8_t a_rank)RE::Actor
AddWornItem(TESBoundObject *a_item, std::int32_t a_count, bool a_forceEquip, std::uint32_t a_arg4, std::uint32_t a_arg5) overrideRE::Actorvirtual
AddWornOutfit(BGSOutfit *a_outfit, bool a_forceUpdate)RE::Actor
AllowBleedoutDialogue(bool a_canTalk)RE::Actor
AllowPCDialogue(bool a_talk)RE::Actor
ApplyArtObject(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)RE::TESObjectREFR
ApplyCurrent(float a_velocityTime, const hkVector4 &a_velocity) overrideRE::Actorvirtual
ApplyEffectShader(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)RE::TESObjectREFR
ApplyPerksFromBase()RE::Actorvirtual
ApplyTemporaryPerk(BGSPerk *a_perk)RE::Actorvirtual
Archetype typedefRE::MagicTarget
armorBaseFactorSumRE::Actor
armorRatingRE::Actor
As() noexceptRE::TESForm
As() const noexceptRE::TESForm
AsExplosion()RE::TESObjectREFRvirtual
AsProjectile()RE::TESObjectREFRvirtual
AsReference()RE::TESForminline
AsReference() constRE::TESForminline
AsReference1() overrideRE::TESObjectREFRvirtual
AsReference2() const overrideRE::TESObjectREFRvirtual
AttachArrow(const BSTSmartPointer< BipedAnim > &a_biped)RE::Actorvirtual
avStorageRE::Actor
BelongsInGroup(FORM *a_form, bool a_allowParentGroups, bool a_currentOnly) overrideRE::TESObjectREFRvirtual
bipedRE::Actor
BOOL_BITS enum nameRE::Actor
BOOL_FLAGS enum nameRE::Actor
boolBitsRE::Actor
boolFlagsRE::Actor
CalcArmorRating() overrideRE::Charactervirtual
CalculateCachedOwnerIsInCombatantFaction() constRE::Actorvirtual
CalculateCachedOwnerIsNPC() constRE::Actorvirtual
CalculateCachedOwnerIsUndead() constRE::Actorvirtual
calculateVendorFactionTimerRE::Actor
CalcUnarmedDamage() overrideRE::Charactervirtual
CanAddActiveEffect()=0RE::MagicTargetpure virtual
CanAttackActor(Actor *a_actor)RE::Actor
CanBeMoved()RE::TESObjectREFR
CanFlyHere() constRE::Actor
CanOfferServices() constRE::Actor
CanPickpocket() constRE::Actor
CanTalkToPlayer() constRE::Actor
CanUseIdle(TESIdleForm *a_idle) constRE::Actor
CastPermanentMagic(bool a_wornItemEnchantments, bool a_baseSpells, bool a_raceSpells, bool a_everyActorAbility)RE::Actor
CheckAbsorb(Actor *a_actor, MagicItem *a_magicItem, const Effect *a_effect)RE::MagicTargetvirtual
CheckAndFixSkinAndBoneOrder(NiNode &a_nodeToTest)RE::TESObjectREFRvirtual
CheckCast(MagicItem *a_spell, bool a_dualCast, MagicSystem::CannotCastReason *a_reason)RE::Actorvirtual
CheckClampDamageModifier(ActorValue a_av, float a_delta)RE::Actorvirtual
CheckForCurrentAliasPackage() overrideRE::Actorvirtual
checkMyDeadBodyTimerRE::Actor
CheckResistance(MagicItem *a_magicItem, Effect *a_effect, TESBoundObject *a_object)RE::MagicTargetvirtual
CheckSaveGame(BGSSaveFormBuffer *a_buf) overrideRE::TESObjectREFRvirtual
CheckTempModifiers()RE::Actorvirtual
CheckValidTarget(TESObjectREFR &a_target)RE::Actorvirtual
ClampToGround()RE::TESObjectREFRvirtual
ClearArrested()RE::Actor
ClearData() overrideRE::TESObjectREFRvirtual
ClearDataComponent() overrideRE::TESFormvirtual
ClearExpressionOverride()RE::Actor
ClearExtraArrows()RE::Actorinline
combatControllerRE::Actor
ComputeMotionFeedbackSpeedAndDirection(const ActorMotionFeedbackData &a_data, float a_delta, ActorMotionFeedbackOutput &a_output)RE::Actorvirtual
ConstructAnimationGraph(BSTSmartPointer< BShkbAnimationGraph > &a_out) overrideRE::TESObjectREFRvirtual
Copy(TESForm *a_srcForm)RE::TESFormvirtual
CopyComponent(BaseFormComponent *a_rhs) overrideRE::TESFormvirtual
Count typedefRE::TESObjectREFR
CreateActorMover()RE::Actorvirtual
CreateAnimationChannels(BSScrapArray< BSTSmartPointer< BSAnimationGraphChannel >> &animGraphChannels)RE::IAnimationGraphManagerHoldervirtual
CreateAnimNoteReceiver()RE::TESObjectREFRvirtual
CreateDuplicateForm(bool a_createEditorID, void *a_arg2) overrideRE::TESObjectREFRvirtual
CreateGroupData(FORM *a_form, FORM_GROUP *a_group) overrideRE::TESObjectREFRvirtual
CreateMovementController()RE::Actorvirtual
CreateReference(ObjectRefHandle &a_handleOut, FormType a_formType, bool a_addActorToProcessList)RE::TESObjectREFRstatic
CreateRefHandle()RE::Actor
criticalStageRE::Actor
currentCombatTargetRE::Actor
currentProcessRE::Actor
DamageObject(float a_objectHealth, bool a_arg3)RE::TESObjectREFRvirtual
dataRE::TESObjectREFR
Decapitate()RE::Actor
DecRefCount()RE::BSHandleRefObject
DEFAULT_INVENTORY_FILTERRE::TESObjectREFRinlinestatic
DeleteThis()RE::NiRefObjectvirtual
DeselectSpell(SpellItem *a_spell)RE::Actor
DestroyActorMover()RE::Actorvirtual
DetachArrow(const BSTSmartPointer< BipedAnim > &a_biped)RE::Actorvirtual
DetachCharController()RE::Actorvirtual
DetachHavok(NiAVObject *a_obj3D) overrideRE::Actorvirtual
dialogueItemTargetRE::Actor
Disable() overrideRE::Actorvirtual
DispelAlteredStates(RE::EffectArchetype a_exception)RE::Actor
DispelEffect(MagicItem *a_spell, BSPointerHandle< Actor > &a_caster, ActiveEffect *a_effect=nullptr)RE::MagicTarget
DispelEffectsWithArchetype(Archetype a_type, bool a_force)RE::MagicTarget
DispelWornItemEnchantments()RE::Actor
DoGetMovementRotation(NiPoint3 &a_rotation)=0RE::IMovementStatepure virtual
DoGetMovementSpeed() overrideRE::ActorStatevirtual
DoGetRotationSpeed() overrideRE::ActorStatevirtual
DoMoveToHigh() overrideRE::Actorvirtual
DoReset3D(bool a_updateWeight)RE::Actor
DoSetSitSleepState(SIT_SLEEP_STATE a_state)RE::ActorStatevirtual
DoTrap(TrapData &a_data)RE::TESObjectREFR
DoTrap(TrapEntry *a_trap, TargetEntry *a_target)RE::TESObjectREFR
DoTrap1(TrapData &a_data) overrideRE::Actorvirtual
DoTrap2(TrapEntry *a_trap, TargetEntry *a_target) overrideRE::Actorvirtual
DrawWeaponMagicHands(bool a_draw)RE::Actorvirtual
DrinkPotion(AlchemyItem *a_potion, ExtraDataList *a_extralist)RE::Actorvirtual
DropObject(const TESBoundObject *a_object, ExtraDataList *a_extraList, std::int32_t a_count, const NiPoint3 *a_dropLoc=0, const NiPoint3 *a_rotate=0)RE::Actorvirtual
editorLocationRE::Actor
editorLocCoordRE::Actor
editorLocFormRE::Actor
editorLocRotRE::Actor
EffectAdded(ActiveEffect *a_effect)RE::MagicTargetvirtual
EffectRemoved(ActiveEffect *a_effect)RE::MagicTargetvirtual
emotionTypeRE::Actor
emotionValueRE::Actor
Enable(bool a_resetInventory)RE::TESObjectREFR
EnableAI(bool a_enable)RE::Actor
EndDialogue()RE::Actorvirtual
EndInterruptPackage(bool a_skipDialogue)RE::Actor
equippedWeightRE::Actor
EvaluatePackage(bool a_immediate=false, bool a_resetAI=false)RE::Actor
exclusiveBranchRE::Actor
extraListRE::TESObjectREFR
FindInFileFast(TESFile *a_mod)RE::TESFormvirtual
FindReferenceFor3D(NiAVObject *a_object3D)RE::TESObjectREFRstatic
FinishLoadGame(BGSLoadFormBuffer *a_buf) overrideRE::Charactervirtual
flagsRE::MagicTarget
ForceEditorLocation(BGSLocation *a_location) overrideRE::Actorvirtual
ForEachPerk(PerkEntryVisitor &a_visitor) constRE::Actorvirtual
ForEachPerkEntry(EntryPoint a_entryType, PerkEntryVisitor &a_visitor) constRE::Actorvirtual
formFlagsRE::TESForm
formIDRE::TESForm
FORMTYPERE::Characterinlinestatic
formTypeRE::TESForm
Get3D() constRE::TESObjectREFR
Get3D(bool a_firstPerson) constRE::TESObjectREFR
Get3D1(bool a_firstPerson) constRE::TESObjectREFRvirtual
Get3D2() constRE::TESObjectREFRvirtual
GetAcrobatics() constRE::Actorvirtual
GetActiveEffectList() overrideRE::Actorvirtual
GetActorBase()RE::Actor
GetActorBase() constRE::Actor
GetActorCause() constRE::TESObjectREFRvirtual
GetActorOwner()RE::TESObjectREFR
GetActorValue(ActorValue a_akValue)RE::ActorValueOwnervirtual
GetActorValueModifier(ACTOR_VALUE_MODIFIER a_modifier, ActorValue a_value) constRE::Actor
GetAimAngle() constRE::Actor
GetAimHeading() constRE::Actor
GetAllForms() -> std::pair< BSTHashMap< FormID, TESForm * > *, std::reference_wrapper< BSReadWriteLock >>RE::TESForminlinestatic
GetAllFormsByEditorID() -> std::pair< BSTHashMap< BSFixedString, TESForm * > *, std::reference_wrapper< BSReadWriteLock >>RE::TESForminlinestatic
GetAllowPromoteToPersistent() constRE::TESObjectREFRvirtual
GetAlpha()RE::Actorvirtual
GetAngle() constRE::TESObjectREFR
GetAngleX() constRE::TESObjectREFR
GetAngleY() constRE::TESObjectREFR
GetAngleZ() constRE::TESObjectREFR
GetAnimationGraphManager(BSTSmartPointer< BSAnimationGraphManager > &a_out) constRE::IAnimationGraphManagerHolder
GetAnimationGraphManagerImpl(BSTSmartPointer< BSAnimationGraphManager > &a_out) const overrideRE::TESObjectREFRvirtual
GetAnimNoteReceiver()RE::TESObjectREFRvirtual
GetArmorBaseFactorSum() overrideRE::Charactervirtual
GetArmorRatingSkillMultiplier(float a_skillLevel) constRE::ActorValueOwner
GetAttackingWeapon()RE::Actor
GetAttackingWeapon() constRE::Actor
GetAttackState() const noexceptRE::ActorStateinline
GetBaseActorValue(ActorValue a_akValue)RE::ActorValueOwnervirtual
GetBaseHeight() constRE::TESObjectREFR
GetBaseObject()RE::TESObjectREFR
GetBaseObject() constRE::TESObjectREFR
GetBiped() constRE::TESObjectREFR
GetBiped(bool a_firstPerson) constRE::TESObjectREFR
GetBiped1(bool a_firstPerson) constRE::TESObjectREFRvirtual
GetBiped2() constRE::TESObjectREFRvirtual
GetBoundMax() const overrideRE::Actorvirtual
GetBoundMin() const overrideRE::Actorvirtual
GetCalcLevel(bool a_adjustLevel) constRE::TESObjectREFR
GetCannibal()RE::Actorvirtual
GetCharController() constRE::Actor
GetClampedActorValue(ActorValue a_akValue) constRE::ActorValueOwner
GetCollisionFilterInfo(std::uint32_t &a_outCollisionFilterInfo)RE::Actor
GetCombatGroup() constRE::Actorvirtual
GetCommandingActor() constRE::Actor
GetContainer() constRE::TESObjectREFR
GetCrimeFaction()RE::Actor
GetCrimeFaction() constRE::Actor
GetCrimeGoldValue(const TESFaction *a_faction) constRE::Actorvirtual
GetCurrent3D() constRE::TESObjectREFRvirtual
GetCurrentAmmo() const overrideRE::Actorvirtual
GetCurrentBiped() constRE::TESObjectREFRvirtual
GetCurrentLocation() constRE::TESObjectREFR
GetCurrentPackage()RE::Actor
GetCurrentPackage() constRE::Actor
GetCurrentScene() const overrideRE::Actorvirtual
GetCurrentShout()RE::Actor
GetCurrentShout() constRE::Actor
GetCurrentShoutLevel()RE::Actorvirtual
GetDangerous() const overrideRE::TESObjectREFRvirtual
GetDecalGroup() constRE::TESObjectREFRvirtual
GetDescriptionOwnerFile() constRE::TESFormvirtual
GetDisplayFullName()RE::TESObjectREFR
GetDistance(TESObjectREFR *a_other, bool a_disabledRefs=false, bool a_ignoreWorldspace=false) constRE::TESObjectREFR
GetDroppedInventory()RE::TESObjectREFR
GetDroppedInventory(std::function< bool(TESBoundObject &)> a_filter)RE::TESObjectREFR
GetEditorLocation() constRE::TESObjectREFR
GetEditorLocation(NiPoint3 &a_outPos, NiPoint3 &a_outRot, TESForm *&a_outWorldOrCell, TESObjectCELL *a_fallback)RE::TESObjectREFR
GetEditorLocation1() const overrideRE::Actorvirtual
GetEditorLocation2(NiPoint3 &a_outPos, NiPoint3 &a_outRot, TESForm *&a_outWorldOrCell, TESObjectCELL *a_fallback) overrideRE::Actorvirtual
GetEmotionType()RE::Actorvirtual
GetEmotionValue()RE::Actorvirtual
GetEnchantmentCharge() constRE::TESObjectREFR
GetEncounterZone() constRE::TESObjectREFR
GetEquippedEntryData(bool a_leftHand) constRE::Actor
GetEquippedObject(bool a_leftHand) constRE::Actor
GetEquippedObjectInSlot(const BGSEquipSlot *slot) constRE::Actor
GetEquippedWeight()RE::Actor
GetExclusiveBranch() const overrideRE::Actorvirtual
GetEyeVector(NiPoint3 &a_origin, NiPoint3 &a_direction, bool a_includeCameraOffset)RE::Actorvirtual
GetFaceGenAnimationData() overrideRE::Charactervirtual
GetFaceNode()RE::TESObjectREFRvirtual
GetFaceNodeSkinned() overrideRE::Charactervirtual
GetFactionOwner()RE::TESObjectREFR
GetFactionRank(TESFaction *a_faction, bool a_isPlayer)RE::Actor
GetFactionReaction(Actor *a_other) constRE::Actor
GetFastWalkSpeed()RE::Actorvirtual
GetFile(std::int32_t a_idx=-1) constRE::TESForminline
GetFireNode() overrideRE::Actorvirtual
GetFlyState() const noexceptRE::ActorStateinline
GetFormDetailedString(char *a_buf, std::uint32_t a_bufLen) overrideRE::TESObjectREFRvirtual
GetFormEditorID() const overrideRE::TESObjectREFRvirtual
GetFormFlags() const noexceptRE::TESForminline
GetFormID() const noexceptRE::TESForminline
GetFormType() const noexceptRE::TESForminline
GetFullLODRef() constRE::TESObjectREFRvirtual
GetGoldAmount(bool a_noInit=false)RE::Actor
GetGoldValue() constRE::TESForm
GetGraphVariableBool(const BSFixedString &a_variableName, bool &a_out) constRE::IAnimationGraphManagerHolder
GetGraphVariableCacheSize() constRE::IAnimationGraphManagerHoldervirtual
GetGraphVariableFloat(const BSFixedString &a_variableName, float &a_out) constRE::IAnimationGraphManagerHolder
GetGraphVariableImpl1(const BSFixedString &a_variableName, float &a_out) constRE::IAnimationGraphManagerHoldervirtual
GetGraphVariableImpl2(const BSFixedString &a_variableName, std::int32_t &a_out) constRE::IAnimationGraphManagerHoldervirtual
GetGraphVariableImpl3(const BSFixedString &a_variableName, bool &a_out) constRE::IAnimationGraphManagerHoldervirtual
GetGraphVariableInt(const BSFixedString &a_variableName, std::int32_t &a_out) constRE::IAnimationGraphManagerHolder
GetGraphVariableNiPoint3(const BSFixedString &a_variableName, NiPoint3 &a_out) constRE::IAnimationGraphManagerHolder
GetHandle()RE::Actor
GetHeading(bool a_ignoreRaceSettings) constRE::Actorvirtual
GetHeadingAngle(const RE::NiPoint3 &a_pos, bool a_abs)RE::TESObjectREFR
GetHeadPartObject(BGSHeadPart::HeadPartType a_type)RE::Actor
GetHeight()RE::Actor
RE::TESObjectREFR::GetHeight() constRE::TESObjectREFR
GetHighProcess() constRE::Actor
GetIgnoredBySandbox() const overrideRE::TESObjectREFRvirtual
GetInventory()RE::TESObjectREFR
GetInventory(std::function< bool(TESBoundObject &)> a_filter, bool a_noInit=false)RE::TESObjectREFR
GetInventoryChanges(bool a_noInit=false)RE::TESObjectREFR
GetInventoryCount(bool no_init=false)RE::TESObjectREFR
GetInventoryCounts()RE::TESObjectREFR
GetInventoryCounts(std::function< bool(TESBoundObject &)> a_filter, bool a_noInit=false)RE::TESObjectREFR
GetIsPlayerOwner() constRE::ActorValueOwnervirtual
GetJogSpeed()RE::Actorvirtual
GetKiller() constRE::Actor
GetKnockState() const noexceptRE::ActorStateinline
GetKnown() constRE::TESFormvirtual
GetLevel() constRE::Actor
GetLifeState() const noexceptRE::ActorStateinline
GetLinearVelocity(NiPoint3 &a_velocity) const overrideRE::Actorvirtual
GetLinkedRef(BGSKeyword *a_keyword)RE::TESObjectREFR
GetLocalFormID()RE::TESForminline
GetLock() constRE::TESObjectREFR
GetLockLevel() constRE::TESObjectREFR
GetLookingAtLocation() const overrideRE::Actorvirtual
GetMagicCaster(MagicSystem::CastingSource a_source) overrideRE::Actorvirtual
GetMagicTarget() overrideRE::Actorvirtual
GetMiddleHighProcess() constRE::Actor
GetMount(NiPointer< Actor > &a_outMount)RE::Actor
GetMountedBy(NiPointer< Actor > &a_outRider)RE::Actor
GetMoveDirectionRelativeToFacing()RE::Actor
GetMustUpdate() const overrideRE::TESObjectREFRvirtual
GetName() constRE::TESObjectREFR
GetNodeByName(const BSFixedString &a_nodeName)RE::TESObjectREFR
GetObjectReference() const noexceptRE::TESObjectREFRinline
GetObjectTypeName() constRE::TESFormvirtual
GetObstacle() const overrideRE::TESObjectREFRvirtual
GetOccupiedFurniture() constRE::Actor
GetOnLocalMap() const overrideRE::TESObjectREFRvirtual
GetOwner() constRE::TESObjectREFR
GetParentCell() const noexceptRE::TESObjectREFRinline
GetPermanentActorValue(ActorValue a_akValue)RE::ActorValueOwnervirtual
GetPlayable() constRE::TESFormvirtual
GetPlayerControls() constRE::Actor
GetPosition() const noexceptRE::TESObjectREFRinline
GetPositionX() const noexceptRE::TESObjectREFRinline
GetPositionY() const noexceptRE::TESObjectREFRinline
GetPositionZ() const noexceptRE::TESObjectREFRinline
GetRace() constRE::Actor
GetRandomAnim() const overrideRE::TESObjectREFRvirtual
RE::GetRefCount() constRE::TESFormvirtual
RE::BSHandleRefObject::GetRefCount() const noexceptRE::NiRefObjectinline
GetRegenDelay(ActorValue a_actorValue) constRE::Actor
GetResponseString() constRE::Actorvirtual
GetRider(NiPointer< Actor > &a_outRider)RE::Actor
GetRunSpeed()RE::Actorvirtual
GetSavedFormType() const overrideRE::TESObjectREFRvirtual
GetSaveParentCell() constRE::TESObjectREFRvirtual
GetScale() constRE::TESObjectREFR
GetSequence(stl::zstring a_name) constRE::TESObjectREFR
GetSequencer(void) const overrideRE::Actorvirtual
GetSitSleepState() const noexceptRE::ActorStateinline
GetSkin() constRE::Actor
GetSkin(BGSBipedObjectForm::BipedObjectSlot a_slot, bool a_noInit=false)RE::Actor
GetSoulSize() constRE::Actor
GetStartingAngle() const overrideRE::Actorvirtual
GetStartingLocation() const overrideRE::Actorvirtual
GetStealValue(const InventoryEntryData *a_entryData, std::uint32_t a_numItems, bool a_useMult) constRE::TESObjectREFR
GetSubmergeLevel(float a_zPos, TESObjectCELL *a_cell) constRE::TESObjectREFR
GetTargetAsActor()RE::MagicTarget
GetTargetStatsObject() overrideRE::Actorvirtual
GetTemplateActorBase()RE::TESObjectREFRvirtual
GetTemplateBase()RE::Actor
GetTextForParsedSubTag(const BSFixedString &a_tag) constRE::TESFormvirtual
GetTotalCarryWeight()RE::Actor
GetTotalObjectCount()RE::NiRefObjectstatic
GetTrackedDamage() constRE::Actor
GetTransform(NiTransform &a_transform) constRE::TESObjectREFR
GetVampireFeed()RE::Actorvirtual
GetVendorFaction()RE::Actor
GetVendorFaction() constRE::Actor
GetVoiceRecoveryTime()RE::Actor
GetWalkSpeed()RE::Actorvirtual
GetWarmthRating() constRE::Actor
GetWaterHeight() constRE::TESObjectREFR
GetWeaponState() const noexceptRE::ActorStateinline
GetWeight() constRE::TESObjectREFR
GetWeightInContainer()RE::TESObjectREFR
GetWorldspace() constRE::TESObjectREFR
GetWornArmor(BGSBipedObjectForm::BipedObjectSlot a_slot, bool a_noInit=false)RE::Actor
GetWornArmor(FormID a_formID, bool a_noInit=false)RE::Actor
GoToPrison(TESFaction *a_faction, bool a_removeInventory, bool a_realJail)RE::Actorvirtual
HandleHealthDamage(Actor *a_attacker, float a_damage)RE::Actorvirtual
HasAnyKeywordByEditorID(const std::vector< std::string > &editorIDs) constRE::TESForm
HasBeenAttacked() constRE::Actorvirtual
HasCollision() constRE::TESObjectREFR
HasContainer() constRE::TESObjectREFR
HasEffectWithArchetype(Archetype a_type)RE::MagicTarget
HasKeyword(const BGSKeyword *a_keyword) constRE::Actor
HasKeywordByEditorID(std::string_view a_editorID)RE::TESForm
HasKeywordHelper(const BGSKeyword *a_keyword) const overrideRE::Actorvirtual
HasKeywordInArray(const std::vector< BGSKeyword * > &a_keywords, bool a_matchAll) constRE::TESObjectREFR
HasKeywordInList(BGSListForm *a_keywordList, bool a_matchAll) constRE::TESObjectREFR
HasKeywordString(std::string_view a_formEditorID)RE::Actor
HasKeywordWithType(DEFAULT_OBJECT keywordType) constRE::TESObjectREFR
HasLineOfSight(TESObjectREFR *a_ref, bool &a_arg2)RE::Actor
HasMagicEffect(EffectSetting *a_effect)RE::MagicTarget
HasMagicEffectWithKeyword(BGSKeyword *a_keyword, std::uint64_t a_arg2)RE::MagicTarget
HasOutfitItems(BGSOutfit *a_outfit)RE::Actor
HasPerk(BGSPerk *a_perk) constRE::Actor
HasPerkEntries(EntryPoint a_entryType) constRE::Actorvirtual
HasQuestObject() constRE::TESObjectREFR
HasShout(TESShout *a_shout) constRE::Actor
HasSpell(SpellItem *a_spell) constRE::Actor
HasVMAD() constRE::TESForm
HasWorldModel() const noexceptRE::TESForm
healthModifiersRE::Actor
IncRefCount()RE::BSHandleRefObject
InGameFormFlag enum nameRE::TESForm
inGameFormFlagsRE::TESForm
InitChildActivates(TESObjectREFR *a_actionRef)RE::TESObjectREFR
InitHavok() overrideRE::Actorvirtual
InitializeData() overrideRE::TESObjectREFRvirtual
InitializeDataComponent() overrideRE::TESFormvirtual
InitiateCannibalPackage(Actor *a_target)RE::Actorvirtual
InitiateDialogue(Actor *a_target, PackageLocation *a_loc1, PackageLocation *a_loc2)RE::Actorvirtual
InitiateDoNothingPackage()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)RE::Actorvirtual
InitiateGetUpPackage()RE::Actorvirtual
InitiateSpectator(Actor *a_target)RE::Actorvirtual
InitiateTresPassPackage(TrespassPackage *a_trespassPackage) overrideRE::Charactervirtual
InitiateVampireFeedPackage(Actor *a_arg1, TESObjectREFR *a_arg2) overrideRE::Charactervirtual
InitInventoryIfRequired(bool a_ignoreContainerExtraData=false)RE::TESObjectREFR
InitItem()RE::TESForminline
InitItemImpl() overrideRE::Actorvirtual
InitLoadGame(BGSLoadFormBuffer *a_buf) overrideRE::Charactervirtual
InitNonNPCAnimation(NiNode &a_nodeForAnim)RE::TESObjectREFRvirtual
InitValues()RE::Actorvirtual
InterruptCast(bool a_restoreMagicka) constRE::Actor
intimidateBribeDayStampRE::Actor
InvalidateCommandedActorEffect(ActiveEffect *a_effect)RE::MagicTargetvirtual
InventoryCountMap typedefRE::TESObjectREFR
InventoryDropMap typedefRE::TESObjectREFR
InventoryItemMap typedefRE::TESObjectREFR
Is(FormType a_type) const noexceptRE::TESForminline
Is(Args... a_args) const noexcept requires(stdRE::TESForminline
Is3DLoaded() constRE::TESObjectREFR
Is3rdPersonVisible() constRE::TESObjectREFRvirtual
IsActivationBlocked() constRE::TESObjectREFR
IsAIEnabled() constRE::Actor
IsAlarmed() constRE::Actor
IsAmmo() const noexceptRE::TESForminline
IsAMount() constRE::Actor
IsAngryWithPlayer() constRE::Actorinline
IsAnimal() constRE::TESObjectREFR
IsAnimationDriven() constRE::Actor
IsAnOwner(const Actor *a_testOwner, bool a_useFaction, bool a_requiresOwner) constRE::TESObjectREFR
IsArmor() const noexceptRE::TESForminline
IsAtPoint(const NiPoint3 &a_point, float a_radius, bool a_expandRadius, bool a_alwaysTestHeight)RE::Actorvirtual
IsAttacking() constRE::Actor
IsBeingRidden() constRE::Actor
IsBleedingOut() const noexceptRE::ActorStateinline
IsBlocking() constRE::Actor
IsBook() const noexceptRE::TESForminline
IsBoundObject() constRE::TESFormvirtual
IsCasting(MagicItem *a_spell) constRE::Actor
IsChild() const overrideRE::Charactervirtual
IsCombatTarget(Actor *a_other) constRE::Actor
IsCommandedActor() constRE::Actor
IsCrimeToActivate()RE::TESObjectREFR
IsCurrentShout(SpellItem *a_power)RE::Actor
IsDead(bool a_notEssential=true) const overrideRE::Actorvirtual
IsDeleted() const noexceptRE::TESForminline
IsDisabled() constRE::TESObjectREFR
IsDoingFavor() constRE::Actor
IsDragon() constRE::TESObjectREFR
IsDualCasting() constRE::Actor
IsDynamicForm() const noexceptRE::TESForminline
IsEnchanted() constRE::TESObjectREFR
IsEssential() constRE::Actor
IsFactionInCrimeGroup(const TESFaction *a_faction) constRE::Actor
IsFlying() const noexceptRE::ActorStateinline
IsFormTypeChild(FormType a_type)RE::TESFormvirtual
IsGhost() constRE::Actor
IsGold() const noexceptRE::TESForminline
IsGuard() constRE::Actor
IsHandleValid() constRE::BSHandleRefObject
IsHeadingMarker() const overrideRE::TESObjectREFRvirtual
IsHorse() constRE::TESObjectREFR
IsHostileToActor(Actor *a_actor)RE::Actor
IsHumanoid() constRE::TESObjectREFR
IsIgnored() const noexceptRE::TESForminline
IsInCastPowerList(SpellItem *a_power)RE::Actor
IsInCombat() constRE::Actorvirtual
IsInFaction(const TESFaction *faction) constRE::Actorvirtual
IsInitialized() const noexceptRE::TESForminline
IsInitiallyDisabled() constRE::TESObjectREFR
IsInKillMove() const noexceptRE::Actorinline
IsInMidair() constRE::Actor
IsInRagdollState() constRE::Actor
IsInventoryObject() constRE::TESForm
IsInvulnerable()RE::MagicTargetvirtual
IsInWater() constRE::TESObjectREFR
IsJewelry() constRE::TESObjectREFR
IsKey() const noexceptRE::TESForminline
IsLeveled() constRE::Actor
IsLimbGone(std::uint32_t a_limb)RE::Actor
IsLocked() constRE::TESObjectREFR
IsLockpick() const noexceptRE::TESForminline
IsMagicItem() constRE::TESFormvirtual
IsMarkedForDeletion() constRE::TESObjectREFR
IsMoving() constRE::Actor
IsNot(FormType a_type) const noexceptRE::TESForminline
IsNot(Args... a_args) const noexcept requires(stdRE::TESForminline
IsNote() const noexceptRE::TESForminline
IsObject() constRE::TESFormvirtual
IsOffLimits()RE::TESObjectREFR
IsOnMount() constRE::Actor
IsOverEncumbered() constRE::Actor
IsParentForm()RE::TESFormvirtual
IsParentFormTree()RE::TESFormvirtual
IsPersistent() constRE::TESObjectREFR
IsPlayer() const noexceptRE::TESForminline
IsPlayerRef() const noexceptRE::TESForminline
IsPlayerTeammate() constRE::Actor
IsPointSubmergedMoreThan(const NiPoint3 &a_pos, TESObjectCELL *a_cell, float a_waterLevel) constRE::TESObjectREFR
IsPowerAttackCoolingDown() constRE::Actorvirtual
IsPowerAttacking() constRE::Actor
IsProtected() constRE::Actor
IsReanimated() const noexceptRE::ActorStateinline
IsRunning() constRE::Actor
IsSitting() const noexceptRE::ActorStateinline
IsSkooma() const noexceptRE::TESForminline
IsSneaking() constRE::Actor
IsSoulGem() const noexceptRE::TESForminline
IsSprinting() const noexceptRE::ActorStateinline
IsSummoned() const noexceptRE::Actor
IsSwimming() const noexceptRE::ActorStateinline
IsTrespassing() constRE::Actor
IsUnconscious() const noexceptRE::ActorStateinline
IsWalking() const noexceptRE::ActorStateinline
IsWater() const overrideRE::TESObjectREFRvirtual
IsWeapon() const noexceptRE::TESForminline
IsWeaponDrawn() const noexceptRE::ActorStateinline
kHandleValid enum valueRE::BSHandleRefObject
KillDying()RE::Actorvirtual
KillImmediate()RE::Actor
KillImpl(Actor *a_attacker, float a_damage, bool a_sendEvent, bool a_ragdollInstant)RE::Actorvirtual
kRefCountMask enum valueRE::BSHandleRefObject
lastSeenTimeRE::Actor
lastUpdateRE::Actor
Load(TESFile *a_mod) overrideRE::TESObjectREFRvirtual
Load3D(bool a_arg1) overrideRE::Actorvirtual
loadedDataRE::TESObjectREFR
LoadEdit(TESFile *a_mod)RE::TESFormvirtual
LoadGame(BGSLoadFormBuffer *a_buf) overrideRE::Charactervirtual
LoadObjectBound(TESFile *a_mod)RE::TESFormvirtual
LoadPartial(TESFile *a_mod)RE::TESFormvirtual
LookupByEditorID(const std::string_view &a_editorID)RE::TESForminlinestatic
LookupByEditorID(const std::string_view &a_editorID)RE::TESForminlinestatic
LookupByHandle(RefHandle a_refHandle)RE::Actorstatic
LookupByHandle(RefHandle a_refHandle, NiPointer< Actor > &a_refrOut)RE::Actorstatic
RE::TESObjectREFR::LookupByHandle(RefHandle a_refHandle, NiPointer< TESObjectREFR > &a_refrOut)RE::TESObjectREFRstatic
LookupByID(FormID a_formID)RE::TESForminlinestatic
LookupByID(FormID a_formID)RE::TESForminlinestatic
magicCastersRE::Actor
magickaModifiersRE::Actor
MagicTargetIsActor() const overrideRE::Actorvirtual
ModActorValue(ActorValue a_akValue, float a_value)RE::ActorValueOwnervirtual
ModCrimeGoldValue(TESFaction *a_faction, bool a_violent, std::int32_t a_amount)RE::Actorvirtual
modelStateRE::TESObjectREFR
ModifyAnimationUpdateData(BSAnimationUpdateData &a_data) overrideRE::Actorvirtual
ModifyMovementData(float a_delta, NiPoint3 &a_arg3, NiPoint3 &a_arg4)RE::Actorvirtual
Move(float a_arg2, const NiPoint3 &a_position)RE::Actorvirtual
MoveHavok(bool a_forceRec) overrideRE::Actorvirtual
movementControllerRE::Actor
MoveTo(TESObjectREFR *a_target)RE::TESObjectREFR
MoveToHigh()RE::Actorvirtual
MovetoLow()RE::Actorvirtual
MoveToMiddleHigh()RE::Actorvirtual
MovetoMiddleLow()RE::Actorvirtual
MoveToNode(TESObjectREFR *a_target, const BSFixedString &a_nodeName)RE::TESObjectREFR
MoveToNode(TESObjectREFR *a_target, NiAVObject *a_node)RE::TESObjectREFR
myKillerRE::Actor
NameIncludes(std::string_view a_word) constRE::TESObjectREFR
NiRefObject()RE::NiRefObject
NotifyAnimationGraph(const BSFixedString &a_eventName)RE::IAnimationGraphManagerHoldervirtual
OnAddCellPerformQueueReference(TESObjectCELL &a_cell) const overrideRE::Actorvirtual
OnArmorActorValueChanged() overrideRE::Charactervirtual
OnItemEquipped(bool a_playAnim)RE::Actorvirtual
OpenContainer(std::int32_t a_openType) constRE::TESObjectREFR
pad0ECRE::Actor
pad11RE::MagicTarget
pad12RE::MagicTarget
pad14RE::MagicTarget
pad1BRE::TESForm
pad1CRE::TESForm
pad1ECRE::Actor
pad94RE::TESObjectREFR
parentCellRE::TESObjectREFR
PauseCurrentDialogue(void) overrideRE::Actorvirtual
PayFine(TESFaction *a_faction, bool a_goToJail, bool a_removeStolenItems)RE::Actorvirtual
PickUpObject(TESObjectREFR *a_object, std::int32_t a_count, bool a_arg3=false, bool a_playSound=true)RE::Actorvirtual
PlaceObjectAtMe(TESBoundObject *a_baseToPlace, bool a_forcePersist) constRE::TESObjectREFR
PlayAnimation(stl::zstring a_from, stl::zstring a_to)RE::TESObjectREFR
PlayAnimation(NiControllerManager *a_manager, NiControllerSequence *a_toSeq, NiControllerSequence *a_fromSeq)RE::TESObjectREFR
PlayASound(BSSoundHandle &a_result, FormID a_formID, bool a_unk03, std::uint32_t a_flags)RE::Actor
PlayPickUpSound(TESBoundObject *a_object, bool a_pickup, bool a_use)RE::Actorvirtual
PopulateGraphNodesToTarget(BSScrapArray< NiAVObject * > &a_nodes) overrideRE::TESObjectREFRvirtual
PopulateGraphProjectsToLoad(void) const overrideRE::Actorvirtual
PostChangeAnimationManager(const BSTSmartPointer< BShkbAnimationGraph > &a_arg1, const BSTSmartPointer< BShkbAnimationGraph > &a_arg2) overrideRE::TESObjectREFRvirtual
PostCreateAnimationGraphManager(BSTSmartPointer< BSAnimationGraphManager > &a_animGraphMgr)RE::IAnimationGraphManagerHoldervirtual
postUpdateDispelListRE::MagicTarget
PotentiallyFixRagdollState()RE::Actorvirtual
PrecacheData(void) overrideRE::Charactervirtual
Predestroy(void) overrideRE::Charactervirtual
preDestroyedRE::TESObjectREFR
RE::ProcessEvent(const BSAnimationGraphEvent *a_event, BSTEventSource< BSAnimationGraphEvent > *a_dispatcher) overrideRE::TESObjectREFRvirtual
BSTEventSink< BSTransformDeltaEvent >::ProcessEvent(const BSTransformDeltaEvent *a_event, BSTEventSource< BSTransformDeltaEvent > *a_eventSource)=0RE::BSTEventSink< BSTransformDeltaEvent >pure virtual
BSTEventSink< bhkCharacterMoveFinishEvent >::ProcessEvent(const bhkCharacterMoveFinishEvent *a_event, BSTEventSource< bhkCharacterMoveFinishEvent > *a_eventSource)=0RE::BSTEventSink< bhkCharacterMoveFinishEvent >pure virtual
ProcessInWater(hkpCollidable *a_collidable, float a_waterHeight, float a_deltaTime) overrideRE::Actorvirtual
ProcessTracking(float a_delta, NiAVObject *a_obj3D)RE::Actorvirtual
ProcessVATSAttack(MagicCaster *a_caster, bool a_hasTargetAnim, TESObjectREFR *a_target, bool a_leftHand)RE::Actor
PutActorOnMountQuick()RE::Actorvirtual
PutCreatedPackage(TESPackage *a_package, bool a_tempPackage, bool a_createdPackage)RE::Actorvirtual
QAvailableInGame() constRE::TESFormvirtual
QCanUpdateSync() constRE::TESObjectREFRvirtual
QHasCurrents() constRE::TESFormvirtual
QIsLODLandObject() constRE::TESFormvirtual
QLastRiddenMount() constRE::Actorvirtual
QRefCount() constRE::BSHandleRefObject
QSpeakingDone() constRE::Actorvirtual
raceRE::Actor
refScaleRE::TESObjectREFR
Release3DRelatedData()RE::TESObjectREFRvirtual
RemoveAnimationGraphEventSink(BSTEventSink< BSAnimationGraphEvent > *a_sink) constRE::Actor
RemoveCastScroll(SpellItem *a_spell, MagicSystem::CastingSource a_source)RE::Actor
RemoveChange(std::uint32_t a_changeFlags)RE::TESFormvirtual
RemoveCharController()RE::Actorvirtual
RemoveCrimeGoldValue(TESFaction *a_faction, bool a_violent, std::int32_t a_amount)RE::Actorvirtual
RemoveExtraArrows3D()RE::Actor
RemoveFromFaction(TESFaction *a_faction)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) overrideRE::Actorvirtual
RemoveOutfitItems(BGSOutfit *a_outfit)RE::Actor
RemovePerk(BGSPerk *a_perk)RE::Actorvirtual
RemoveSpell(SpellItem *a_spell)RE::Actor
RemoveTemporaryPerk(BGSPerk *a_perk)RE::Actorvirtual
RemoveWeapon(BIPED_OBJECT equipIndex) overrideRE::Actorvirtual
RequestDetectionLevel(Actor *a_target, DETECTION_PRIORITY a_priority=DETECTION_PRIORITY::kNormal)RE::Actor
ResetInventory(bool a_leveledOnly) overrideRE::Actorvirtual
RestoreActorValue(ACTOR_VALUE_MODIFIER a_modifier, ActorValue a_akValue, float a_value)RE::ActorValueOwnervirtual
Resurrect(bool a_resetInventory, bool a_attach3D)RE::Actorvirtual
Revert(BGSLoadFormBuffer *a_buf) overrideRE::Charactervirtual
RTTIRE::Characterinlinestatic
SaveGame(BGSSaveFormBuffer *a_buf) overrideRE::Charactervirtual
SaveObjectBound()RE::TESFormvirtual
selectedPowerRE::Actor
selectedSpellsRE::Actor
ServePrisonTime()RE::Actorvirtual
Set3D(NiAVObject *a_object, bool a_queue3DTasks=true) overrideRE::Actorvirtual
SetActionComplete(bool a_set) overrideRE::Actorvirtual
SetActivationBlocked(bool a_blocked)RE::TESObjectREFR
SetActorCause(ActorCause *a_cause)RE::TESObjectREFRvirtual
SetActorStartingPosition()RE::Actorvirtual
SetActorValue(ActorValue a_akValue, float a_value)RE::ActorValueOwnervirtual
SetAlpha(float a_alpha=1.0)RE::Actorvirtual
SetAltered(bool a_set) overrideRE::TESObjectREFRvirtual
SetAnimationGraphManager(BSTSmartPointer< BSAnimationGraphManager > &a_in)RE::IAnimationGraphManagerHolder
SetAnimationGraphManagerImpl(BSTSmartPointer< BSAnimationGraphManager > &a_in) overrideRE::TESObjectREFRvirtual
SetAvoidanceDisabled(bool a_set)RE::Actorvirtual
SetBaseActorValue(ActorValue a_akValue, float a_value)RE::ActorValueOwnervirtual
SetBeenAttacked(bool a_set)RE::Actorvirtual
SetBiped(const BSTSmartPointer< BipedAnim > &a_biped) overrideRE::Charactervirtual
SetCannibal(bool a_set)RE::Actorvirtual
SetCollision(bool a_enable)RE::TESObjectREFR
SetCombatGroup(CombatGroup *a_group)RE::Actorvirtual
SetCrimeGoldValue(TESFaction *a_faction, bool a_violent, std::uint32_t a_amount)RE::Actorvirtual
SetCurrentScene(BGSScene *a_scene) overrideRE::Actorvirtual
SetDefaultOutfit(BGSOutfit *a_outfit, bool a_update3D)RE::Actor
SetDelete(bool a_set) overrideRE::Actorvirtual
SetDialogueWithPlayer(bool a_flag, bool a_forceGreet, TESTopicInfo *a_topic) overrideRE::Actorvirtual
SetDisplayName(const BSFixedString &a_name, bool a_force)RE::TESObjectREFR
SetEmotionType(EmotionType a_emotionType)RE::Actorvirtual
SetEmotionValue(std::uint32_t a_emotionValue)RE::Actorvirtual
SetEncounterZone(BGSEncounterZone *a_zone)RE::TESObjectREFR
SetExclusiveBranch(BGSDialogueBranch *a_branch) overrideRE::Actorvirtual
SetFireNode(NiNode *a_fireNode) overrideRE::Actorvirtual
SetFormEditorID(const char *a_str)RE::TESFormvirtual
SetFormID(FormID a_id, bool a_updateFile)RE::TESFormvirtual
SetFullLODRef(bool a_set)RE::TESObjectREFRvirtual
SetGraphVariableBool(const BSFixedString &a_variableName, bool a_in)RE::IAnimationGraphManagerHolder
SetGraphVariableFloat(const BSFixedString &a_variableName, float a_in)RE::IAnimationGraphManagerHolder
SetGraphVariableInt(const BSFixedString &a_variableName, std::int32_t a_in)RE::IAnimationGraphManagerHolder
SetGraphVariableNiPoint3(const BSFixedString &a_variableName, NiPoint3 &a_in) constRE::IAnimationGraphManagerHolder
SetHeading(float a_angle)RE::Actor
SetLastRiddenMount(ActorHandle a_mount)RE::Actorvirtual
SetLifeState(ACTOR_LIFE_STATE a_lifeState)RE::Actor
SetLooking(float a_angle)RE::Actor
SetMotionType(hkpMotion::MotionType a_motionType, bool a_allowActivate=true)RE::TESObjectREFR
SetMovementComplete(bool a_set)RE::TESObjectREFRvirtual
SetObjectReference(TESBoundObject *a_object) overrideRE::Actorvirtual
SetOnLocalMap(bool a_set) overrideRE::TESObjectREFRvirtual
SetOwner(TESForm *a_owner)RE::TESObjectREFR
SetParentCell(TESObjectCELL *a_cell) overrideRE::Actorvirtual
SetPlayerControls(bool a_enable)RE::Actor
SetPlayerKnows(bool a_known)RE::TESForm
SetPosition(const NiPoint3 &a_pos, bool a_updateCharController)RE::Actorvirtual
RE::TESObjectREFR::SetPosition(float a_x, float a_y, float a_z)RE::TESObjectREFR
RE::TESObjectREFR::SetPosition(NiPoint3 a_pos)RE::TESObjectREFR
SetRefraction(bool a_enable, float a_refraction)RE::Actorvirtual
SetSize(float a_size) overrideRE::Charactervirtual
SetSleepOutfit(BGSOutfit *a_outfit, bool a_update3D)RE::Actor
SetSpeakingDone(bool a_set)RE::Actorvirtual
SetStartingPosition(const NiPoint3 &a_pos)RE::TESObjectREFRvirtual
SetTemplateActorBase(TESActorBase *a_template)RE::TESObjectREFRvirtual
SetTemporary()RE::TESObjectREFR
SetupAnimEventSinks(const BSTSmartPointer< BShkbAnimationGraph > &a_animGraph) overrideRE::TESObjectREFRvirtual
SetUpTalkingActivatorActor(Actor *a_target, Actor *&a_activator)RE::Actorvirtual
SetVampireFeed(bool a_set)RE::Actorvirtual
ShouldBackgroundClone() constRE::TESObjectREFRvirtual
ShouldPerformRevert() const overrideRE::Actorvirtual
ShouldRespondToActorCollision(const MovementMessageActorCollision &a_msg, const ActorHandlePtr &a_target)RE::Actorvirtual
ShouldSaveAnimationOnSaving() const overrideRE::Actorvirtual
ShouldSaveAnimationOnUnloading() const overrideRE::Actorvirtual
soundCallBackSetRE::Actor
sourceFilesRE::TESForm
staminaModifiersRE::Actor
StartPowerAttackCoolDown()RE::Actorvirtual
StealAlarm(TESObjectREFR *a_ref, TESForm *a_object, std::int32_t a_num, std::int32_t a_total, TESForm *a_owner, bool a_allowWarning)RE::Actor
StopAlarmOnActor()RE::Actor
StopCombat()RE::Actorvirtual
StopInteractingQuick(bool a_unk02)RE::Actor
StopMoving(float a_delta)RE::Actor
SwitchRace(TESRace *a_race, bool a_player)RE::Actor
RE::TES_HEAP_REDEFINE_NEW()RE::BaseFormComponent
RE::BSHandleRefObject::TES_HEAP_REDEFINE_NEW()RE::NiRefObject
thiefCrimeStampRE::Actor
timerOnActionRE::Actor
TrespassAlarm(TESObjectREFR *a_ref, TESForm *a_ownership, std::int32_t a_crime)RE::Actor
TryChangeSkyCellActorsProcessLevel() overrideRE::Actorvirtual
TryMoveToMiddleLow() overrideRE::Actorvirtual
TryUpdateActorLastSeenTime() overrideRE::Actorvirtual
underWaterTimerRE::Actor
UnequipItem(std::uint64_t a_arg1, TESBoundObject *a_object) overrideRE::Actorvirtual
unk11CRE::Actor
unk150RE::Actor
unk174RE::Actor
unk178RE::Actor
unk180RE::Actor
unk1E8RE::Actor
unk271RE::Actor
unk272RE::Actor
unk273RE::Actor
unk274RE::Actor
unk278RE::Actor
unk280RE::Actor
unk288RE::Actor
unk88RE::TESObjectREFR
RE::Unk_01(void) overrideRE::ActorStatevirtual
RE::IPostAnimationChannelUpdateFunctor::Unk_01(void)RE::IPostAnimationChannelUpdateFunctorvirtual
Unk_02(void) overrideRE::ActorStatevirtual
Unk_03(void) overrideRE::ActorStatevirtual
Unk_04(void) overrideRE::ActorStatevirtual
Unk_06(void)RE::IAnimationGraphManagerHoldervirtual
RE::Unk_07(void)RE::IAnimationGraphManagerHoldervirtual
RE::ActorState::Unk_07(void) overrideRE::ActorStatevirtual
Unk_08(void) overrideRE::ActorStatevirtual
Unk_09(void)RE::IAnimationGraphManagerHoldervirtual
Unk_0A(void)=0RE::IMovementStatepure virtual
Unk_0B(void)=0RE::IMovementStatepure virtual
RE::Unk_0C(void)RE::IAnimationGraphManagerHoldervirtual
RE::ActorState::Unk_0C(void)=0RE::IMovementStatepure virtual
Unk_0D(void)=0RE::IMovementStatepure virtual
RE::Unk_0E(void)RE::IAnimationGraphManagerHoldervirtual
RE::ActorState::Unk_0E(void)=0RE::IMovementStatepure virtual
Unk_0F(void)=0RE::IMovementStatepure virtual
Unk_10(void)=0RE::IMovementStatepure virtual
Unk_105(void)RE::Actorvirtual
Unk_106(void)RE::Actorvirtual
Unk_11(void)=0RE::IMovementStatepure virtual
Unk_117(void)RE::Actorvirtual
Unk_12(void)=0RE::IMovementStatepure virtual
Unk_123(void)RE::Actorvirtual
Unk_128(void)RE::Charactervirtual
Unk_129(void)RE::Charactervirtual
Unk_13(void)=0RE::IMovementStatepure virtual
Unk_15(void)RE::ActorStatevirtual
Unk_67(void) overrideRE::Actorvirtual
Unk_68(void) overrideRE::Actorvirtual
Unk_69(void) overrideRE::Actorvirtual
Unk_6E(void)RE::TESObjectREFRvirtual
Unk_75(void) overrideRE::Actorvirtual
Unk_78(void) overrideRE::Actorvirtual
Unk_83(void)RE::TESObjectREFRvirtual
Unk_94(void)RE::TESObjectREFRvirtual
Unk_96(void) overrideRE::Actorvirtual
Unk_A0(NiAVObject *a_node, float &a_angleX, float &a_angleZ, NiPoint3 &a_pos) constRE::TESObjectREFRvirtual
Unk_A2(void)RE::Actorvirtual
Unk_B3(void)RE::Actorvirtual
Unk_B4(void)RE::Actorvirtual
Unk_C4(void) overrideRE::Charactervirtual
Unk_C5(void) overrideRE::Charactervirtual
Unk_C6(void) overrideRE::Charactervirtual
Unk_C9(void)RE::Actorvirtual
Unk_D1(void)RE::Actorvirtual
Unk_E9(void)RE::Actorvirtual
Unk_EA(void)RE::Actorvirtual
UnlockWord(TESWordOfPower *a_power)RE::Actorvirtual
Update(float a_delta)RE::Actorvirtual
Update3DModel()RE::Actor
Update3DPosition(bool a_warp) overrideRE::Actorvirtual
UpdateActor3DPosition()RE::Actorvirtual
UpdateAlpha()RE::Actorvirtual
UpdateAnimation(float a_delta) overrideRE::Actorvirtual
UpdateAnimationGraphManager(const BSAnimationUpdateData &a_updateData)RE::IAnimationGraphManagerHolder
UpdateArmorAbility(TESForm *a_armor, ExtraDataList *a_extraData)RE::Actor
UpdateAwakeSound(NiAVObject *a_obj3D)RE::Actor
UpdateCharacterControllerSimulationSettings(bhkCharacterController &a_controller)RE::Actorvirtual
UpdateCombat()RE::Actorvirtual
UpdateCombatControllerSettings()RE::Actorvirtual
UpdateFadeSettings(bhkCharacterController *a_controller)RE::Actorvirtual
UpdateFeedbackGraphSpeedAndDirection(const ActorMotionFeedbackOutput &a_output)RE::Actorvirtual
UpdateHairColor()RE::Actor
UpdateInDialogue(DialogueResponse *a_response, bool a_unused) overrideRE::Actorvirtual
UpdateNoAI(float a_delta)RE::Actorvirtual
UpdateNonRenderSafe(float a_delta)RE::Actorvirtual
UpdateRefLight()RE::TESObjectREFRvirtual
UpdateRegenDelay(ActorValue a_actorValue, float a_regenDelay)RE::Actor
UpdateSkinColor()RE::Actor
UpdateSoundCallBack(bool a_endSceneAction) overrideRE::Actorvirtual
updateTargetTimerRE::Actor
UpdateWeaponAbility(TESForm *a_weapon, ExtraDataList *a_extraData, bool a_leftHand)RE::Actor
UseAmmo(std::uint32_t a_shotCount)RE::Actorvirtual
UseSkill(ActorValue a_av, float a_points, TESForm *a_arg3)RE::Actorvirtual
vendorFactionRE::Actor
VisitArmorAddon(TESObjectARMO *a_armor, TESObjectARMA *a_arma, std::function< void(bool a_firstPerson, NiAVObject &a_obj)> a_visitor)RE::Actor
VisitEffects(ForEachActiveEffectVisitor &visitor)RE::MagicTarget
VisitFactions(std::function< bool(TESFaction *a_faction, std::int8_t a_rank)> a_visitor)RE::Actor
VisitSpells(ForEachSpellVisitor &a_visitor)RE::Actor
voicePointsModifiersRE::Actor
voiceTimerRE::Actor
VTABLERE::Characterinlinestatic
WeaponSwingCallBack()RE::Actorvirtual
WhoIsCasting()RE::Actor
WornArmorChanged(void)RE::Actorvirtual
WouldBeStealing(const TESObjectREFR *a_target) constRE::Actor
~Actor() overrideRE::Actor
~ActorState() overrideRE::ActorState
~ActorValueOwner()RE::ActorValueOwnervirtual
~BaseFormComponent()RE::BaseFormComponentvirtual
~BSHandleRefObject() overrideRE::BSHandleRefObject
RE::~BSTEventSink()=defaultRE::BSTEventSink< BSAnimationGraphEvent >virtual
BSTEventSink< BSTransformDeltaEvent >::~BSTEventSink()=defaultRE::BSTEventSink< BSTransformDeltaEvent >virtual
BSTEventSink< bhkCharacterMoveFinishEvent >::~BSTEventSink()=defaultRE::BSTEventSink< bhkCharacterMoveFinishEvent >virtual
~Character() overrideRE::Character
~IAnimationGraphManagerHolder()RE::IAnimationGraphManagerHoldervirtual
~IMovementInterface()RE::IMovementInterfacevirtual
~IMovementState() overrideRE::IMovementState
~IPostAnimationChannelUpdateFunctor()RE::IPostAnimationChannelUpdateFunctorvirtual
~MagicTarget()RE::MagicTargetvirtual
~NiRefObject()RE::NiRefObjectvirtual
~TESForm() overrideRE::TESForm
~TESObjectREFR() overrideRE::TESObjectREFR