CommonLibVR
RE::HighProcessData::MuzzleFlash Struct Reference

#include <HighProcessData.h>

Public Attributes

bool enabled
 
bool mpsEnabled
 
bool updateLight
 
bool unk03
 
float enableTimer
 
float muzzleFlashDuration
 
std::uint32_t unk0C
 
NiPointer< NiAVObjectprojectile3D
 
NiPointer< NiAVObjectprojectileNode
 
NiPointer< NiPointLightattachedLight
 
BGSProjectilebaseProjectile
 
TESObjectWEAPweaponSource
 
ActorHandle shooterHandle
 
std::uint32_t unk3C
 

Member Data Documentation

◆ attachedLight

NiPointer<NiPointLight> RE::HighProcessData::MuzzleFlash::attachedLight

◆ baseProjectile

BGSProjectile* RE::HighProcessData::MuzzleFlash::baseProjectile

◆ enabled

bool RE::HighProcessData::MuzzleFlash::enabled

◆ enableTimer

float RE::HighProcessData::MuzzleFlash::enableTimer

◆ mpsEnabled

bool RE::HighProcessData::MuzzleFlash::mpsEnabled

◆ muzzleFlashDuration

float RE::HighProcessData::MuzzleFlash::muzzleFlashDuration

◆ projectile3D

NiPointer<NiAVObject> RE::HighProcessData::MuzzleFlash::projectile3D

◆ projectileNode

NiPointer<NiAVObject> RE::HighProcessData::MuzzleFlash::projectileNode

◆ shooterHandle

ActorHandle RE::HighProcessData::MuzzleFlash::shooterHandle

◆ unk03

bool RE::HighProcessData::MuzzleFlash::unk03

◆ unk0C

std::uint32_t RE::HighProcessData::MuzzleFlash::unk0C

◆ unk3C

std::uint32_t RE::HighProcessData::MuzzleFlash::unk3C

◆ updateLight

bool RE::HighProcessData::MuzzleFlash::updateLight

◆ weaponSource

TESObjectWEAP* RE::HighProcessData::MuzzleFlash::weaponSource

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