#include <PlayerCamera.h>
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| using | Type = typename Traits::Type |
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| using | Allocator = typename Traits::Allocator |
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◆ ~PlayerCamera()
| RE::PlayerCamera::~PlayerCamera |
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override |
◆ ForceFirstPerson()
| void RE::PlayerCamera::ForceFirstPerson |
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◆ ForceThirdPerson()
| void RE::PlayerCamera::ForceThirdPerson |
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◆ GetSingleton()
◆ IsInBleedoutMode()
| bool RE::PlayerCamera::IsInBleedoutMode |
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const |
◆ IsInFirstPerson()
| bool RE::PlayerCamera::IsInFirstPerson |
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const |
◆ IsInFreeCameraMode()
| bool RE::PlayerCamera::IsInFreeCameraMode |
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const |
◆ IsInThirdPerson()
| bool RE::PlayerCamera::IsInThirdPerson |
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const |
◆ PushCameraState()
| void RE::PlayerCamera::PushCameraState |
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CameraState |
a_state | ) |
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◆ SetCameraRoot()
◆ ToggleFreeCameraMode()
| void RE::PlayerCamera::ToggleFreeCameraMode |
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bool |
a_freezeTime | ) |
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◆ UpdateThirdPerson()
| void RE::PlayerCamera::UpdateThirdPerson |
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bool |
a_weaponDrawn | ) |
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◆ allowAutoVanityMode
| bool RE::PlayerCamera::allowAutoVanityMode |
◆ bowZoomedIn
| bool RE::PlayerCamera::bowZoomedIn |
◆ cameraStates
◆ cameraTarget
◆ firstPersonFOV
| float RE::PlayerCamera::firstPersonFOV |
◆ idleTimer
| float RE::PlayerCamera::idleTimer |
◆ isProcessed
| bool RE::PlayerCamera::isProcessed |
◆ isWeapSheathed
| bool RE::PlayerCamera::isWeapSheathed |
◆ lock
◆ objectFadeHandle
◆ pad039
| std::uint8_t RE::PlayerCamera::pad039 |
◆ pad03A
| std::uint16_t RE::PlayerCamera::pad03A |
◆ pad166
| std::uint16_t RE::PlayerCamera::pad166 |
◆ pos
◆ rigidBody
◆ RTTI
◆ tempReturnStates
◆ unk120
| Unk120* RE::PlayerCamera::unk120 |
◆ unk158
| std::uint32_t RE::PlayerCamera::unk158 |
◆ unk15C
| std::uint32_t RE::PlayerCamera::unk15C |
◆ unk164
| std::uint8_t RE::PlayerCamera::unk164 |
◆ unk165
| std::uint8_t RE::PlayerCamera::unk165 |
◆ VTABLE
◆ worldFOV
| float RE::PlayerCamera::worldFOV |
◆ yaw
| float RE::PlayerCamera::yaw |
The documentation for this class was generated from the following file: