CommonLibVR
RE::CombatController Class Reference

#include <CombatController.h>

Public Member Functions

bool IsFleeing () const
 

Public Attributes

CombatGroupcombatGroup
 
CombatStatestate
 
CombatInventoryinventory
 
CombatBlackboard * blackboard
 
CombatBehaviorController * behaviorController
 
ActorHandle attackerHandle
 
ActorHandle targetHandle
 
ActorHandle previousTargetHandle
 
std::uint8_t unk34
 
bool startedCombat
 
std::uint8_t unk36
 
std::uint8_t unk37
 
TESCombatStylecombatStyle
 
bool stoppedCombat
 
bool unk41
 
bool ignoringCombat
 
bool inactive
 
AITimer unk44
 
float lowMovementDelta
 
BSTArray< CombatAimController * > aimControllers
 
CombatAimController * currentAimController
 
CombatAimController * previousAimController
 
BSTArray< CombatAreaStandard * > areas
 
CombatAreaStandard * currentArea
 
BSTArray< CombatTargetSelectorStandard * > targetSelectors
 
CombatTargetSelectorStandard * currentTargetSelector
 
CombatTargetSelectorStandard * previousTargetSelector
 
std::uint32_t handleCount
 
std::int32_t unkC4
 
NiPointer< ActorcachedAttacker
 
NiPointer< ActorcachedTarget
 

Member Function Documentation

◆ IsFleeing()

bool RE::CombatController::IsFleeing ( ) const
inline

Member Data Documentation

◆ aimControllers

BSTArray<CombatAimController*> RE::CombatController::aimControllers

◆ areas

BSTArray<CombatAreaStandard*> RE::CombatController::areas

◆ attackerHandle

ActorHandle RE::CombatController::attackerHandle

◆ behaviorController

CombatBehaviorController* RE::CombatController::behaviorController

◆ blackboard

CombatBlackboard* RE::CombatController::blackboard

◆ cachedAttacker

NiPointer<Actor> RE::CombatController::cachedAttacker

◆ cachedTarget

NiPointer<Actor> RE::CombatController::cachedTarget

◆ combatGroup

CombatGroup* RE::CombatController::combatGroup

◆ combatStyle

TESCombatStyle* RE::CombatController::combatStyle

◆ currentAimController

CombatAimController* RE::CombatController::currentAimController

◆ currentArea

CombatAreaStandard* RE::CombatController::currentArea

◆ currentTargetSelector

CombatTargetSelectorStandard* RE::CombatController::currentTargetSelector

◆ handleCount

std::uint32_t RE::CombatController::handleCount

◆ ignoringCombat

bool RE::CombatController::ignoringCombat

◆ inactive

bool RE::CombatController::inactive

◆ inventory

CombatInventory* RE::CombatController::inventory

◆ lowMovementDelta

float RE::CombatController::lowMovementDelta

◆ previousAimController

CombatAimController* RE::CombatController::previousAimController

◆ previousTargetHandle

ActorHandle RE::CombatController::previousTargetHandle

◆ previousTargetSelector

CombatTargetSelectorStandard* RE::CombatController::previousTargetSelector

◆ startedCombat

bool RE::CombatController::startedCombat

◆ state

CombatState* RE::CombatController::state

◆ stoppedCombat

bool RE::CombatController::stoppedCombat

◆ targetHandle

ActorHandle RE::CombatController::targetHandle

◆ targetSelectors

BSTArray<CombatTargetSelectorStandard*> RE::CombatController::targetSelectors

◆ unk34

std::uint8_t RE::CombatController::unk34

◆ unk36

std::uint8_t RE::CombatController::unk36

◆ unk37

std::uint8_t RE::CombatController::unk37

◆ unk41

bool RE::CombatController::unk41

◆ unk44

AITimer RE::CombatController::unk44

◆ unkC4

std::int32_t RE::CombatController::unkC4

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