CommonLibVR
RE::MiddleHighProcessData Struct Reference

#include <MiddleHighProcessData.h>

Public Attributes

BSTEventSource< void * > unk000
 
ActorPackage runOncePackage
 
BSTArray< ActorHandledeadDetectList
 
BSSimpleList< TESObjectREFR * > refListChairBed
 
NiPoint3 rotation
 
NiPoint3 rotationSpeed
 
NiPoint3 actorMountPosition
 
NiPoint3 furniturePathPoint
 
NiPoint3 lastSeenPosition
 
std::uint32_t bleedoutAttacker
 
MagicSystem::WardState wardState
 
std::uint32_t pad0F4
 
BSTSmartPointer< AnimResponseanimResponse
 
BSTArray< CommandedActorDatacommandedActors
 
NiNodedamageRootNode [6]
 
NiAVObjectunk148
 
NiNodeweaponBone
 
NiAVObjectheadNode
 
NiAVObjecttorsoNode
 
NiAVObjectfaceTargetSourceNode
 
BSFaceGenNiNodefaceNodeSkinned
 
NiPointer< BSLightingShaderPropertylightingProperty
 
std::uint64_t unk180
 
QueuedItemitemstoEquipUnequip
 
HitDatalastHitData
 
DeferredHideLimbheadDeferredHideLimb
 
BSSimpleList< ActiveEffect * > * activeEffects
 
BSTSmartPointer< BSAnimationGraphManageranimationGraphManager
 
BSAnimationGraphVariableCacheanimationVariableCache
 
BSTArray< void * > unk1B8
 
BSTArray< void * > unk1D0
 
BSSpinLock unk1E8
 
void * unk1F0
 
std::uint16_t unk1F8
 
std::uint16_t unk1FA
 
std::uint32_t unk1FC
 
std::uint32_t unk200
 
float headHeightOffset
 
ObjectRefHandle occupiedFurniture
 
std::uint32_t unk20C
 
TESIdleFormunk210
 
ActorHandle commandingActor
 
std::uint32_t pad21C
 
InventoryEntryDataleftHand
 
TESIdleFormfurnitureIdle
 
void * unk230
 
BSFaceGenAnimationDatafaceAnimationData
 
MagicItemcurrentPackageSpell
 
std::uint64_t unk248
 
NiPointer< bhkCharacterControllercharController
 
BSTSmartPointer< bhkRagdollPenetrationUtil > penetrationDetectUtil
 
InventoryEntryDatarightHand
 
InventoryEntryDatabothHands
 
NiPointer< QueuedFile > bodyPartPreload
 
NiPointer< BSCloneReserver > unk278
 
TESIdleFormlastIdlePlayed
 
AIPerkDataperkData
 
std::uint32_t unk290
 
std::uint32_t currentFurnitureSubgraphID
 
float unk298
 
float unk29C
 
float unk2A0
 
float unk2A4
 
float currentMovementSpeed
 
float unk2AC
 
float unk2B0
 
float bleedoutRate
 
float unk2B8
 
float maximumWardPower
 
float unk2C0
 
float torchEvaluationTimer
 
float alphaMult
 
float scriptRefractPower
 
float unk2D0
 
float deferredKillTimer
 
float killMoveTimer
 
float unk2DC
 
std::uint32_t unk2E0
 
std::uint32_t unk2E4
 
std::uint32_t currentFurnitureMarkerID
 
std::uint32_t unk2EC
 
std::uint64_t unk2F0
 
std::uint32_t unk2F8
 
std::uint32_t unk2FC
 
std::uint32_t unk300
 
std::uint16_t unk304
 
std::uint16_t unk306
 
std::uint64_t unk308
 
std::uint8_t unk310
 
stl::enumeration< RESET_3D_FLAGS, std::uint8_t > update3DModel
 
std::uint16_t unk312
 
std::uint16_t unk314
 
bool unk316
 
bool unk317
 
bool unk318
 
bool unk319
 
bool unk31A
 
bool pickPocketed
 
bool summonedCreature
 
bool forceNextUpdate
 
bool unk31E
 
bool unk31F
 
bool unk320
 
bool unk321
 
bool beenAttacked
 
bool alwaysHit
 
bool doNoDamage
 
bool soulTrapped
 
bool unk326
 
bool unk327
 
bool unk328
 
bool preventCombat
 
bool unk32A
 
bool isFleeing
 
bool unk32C
 
bool hostileGuard
 
bool unk32E
 
bool unk32F
 
bool unk330
 
bool killQueued
 
bool inDeferredKill
 
bool pad333
 
std::uint32_t pad334
 

Member Data Documentation

◆ activeEffects

BSSimpleList<ActiveEffect*>* RE::MiddleHighProcessData::activeEffects

◆ actorMountPosition

NiPoint3 RE::MiddleHighProcessData::actorMountPosition

◆ alphaMult

float RE::MiddleHighProcessData::alphaMult

◆ alwaysHit

bool RE::MiddleHighProcessData::alwaysHit

◆ animationGraphManager

BSTSmartPointer<BSAnimationGraphManager> RE::MiddleHighProcessData::animationGraphManager

◆ animationVariableCache

BSAnimationGraphVariableCache* RE::MiddleHighProcessData::animationVariableCache

◆ animResponse

BSTSmartPointer<AnimResponse> RE::MiddleHighProcessData::animResponse

◆ beenAttacked

bool RE::MiddleHighProcessData::beenAttacked

◆ bleedoutAttacker

std::uint32_t RE::MiddleHighProcessData::bleedoutAttacker

◆ bleedoutRate

float RE::MiddleHighProcessData::bleedoutRate

◆ bodyPartPreload

NiPointer<QueuedFile> RE::MiddleHighProcessData::bodyPartPreload

◆ bothHands

InventoryEntryData* RE::MiddleHighProcessData::bothHands

◆ charController

NiPointer<bhkCharacterController> RE::MiddleHighProcessData::charController

◆ commandedActors

BSTArray<CommandedActorData> RE::MiddleHighProcessData::commandedActors

◆ commandingActor

ActorHandle RE::MiddleHighProcessData::commandingActor

◆ currentFurnitureMarkerID

std::uint32_t RE::MiddleHighProcessData::currentFurnitureMarkerID

◆ currentFurnitureSubgraphID

std::uint32_t RE::MiddleHighProcessData::currentFurnitureSubgraphID

◆ currentMovementSpeed

float RE::MiddleHighProcessData::currentMovementSpeed

◆ currentPackageSpell

MagicItem* RE::MiddleHighProcessData::currentPackageSpell

◆ damageRootNode

NiNode* RE::MiddleHighProcessData::damageRootNode[6]

◆ deadDetectList

BSTArray<ActorHandle> RE::MiddleHighProcessData::deadDetectList

◆ deferredKillTimer

float RE::MiddleHighProcessData::deferredKillTimer

◆ doNoDamage

bool RE::MiddleHighProcessData::doNoDamage

◆ faceAnimationData

BSFaceGenAnimationData* RE::MiddleHighProcessData::faceAnimationData

◆ faceNodeSkinned

BSFaceGenNiNode* RE::MiddleHighProcessData::faceNodeSkinned

◆ faceTargetSourceNode

NiAVObject* RE::MiddleHighProcessData::faceTargetSourceNode

◆ forceNextUpdate

bool RE::MiddleHighProcessData::forceNextUpdate

◆ furnitureIdle

TESIdleForm* RE::MiddleHighProcessData::furnitureIdle

◆ furniturePathPoint

NiPoint3 RE::MiddleHighProcessData::furniturePathPoint

◆ headDeferredHideLimb

DeferredHideLimb* RE::MiddleHighProcessData::headDeferredHideLimb

◆ headHeightOffset

float RE::MiddleHighProcessData::headHeightOffset

◆ headNode

NiAVObject* RE::MiddleHighProcessData::headNode

◆ hostileGuard

bool RE::MiddleHighProcessData::hostileGuard

◆ inDeferredKill

bool RE::MiddleHighProcessData::inDeferredKill

◆ isFleeing

bool RE::MiddleHighProcessData::isFleeing

◆ itemstoEquipUnequip

QueuedItem* RE::MiddleHighProcessData::itemstoEquipUnequip

◆ killMoveTimer

float RE::MiddleHighProcessData::killMoveTimer

◆ killQueued

bool RE::MiddleHighProcessData::killQueued

◆ lastHitData

HitData* RE::MiddleHighProcessData::lastHitData

◆ lastIdlePlayed

TESIdleForm* RE::MiddleHighProcessData::lastIdlePlayed

◆ lastSeenPosition

NiPoint3 RE::MiddleHighProcessData::lastSeenPosition

◆ leftHand

InventoryEntryData* RE::MiddleHighProcessData::leftHand

◆ lightingProperty

NiPointer<BSLightingShaderProperty> RE::MiddleHighProcessData::lightingProperty

◆ maximumWardPower

float RE::MiddleHighProcessData::maximumWardPower

◆ occupiedFurniture

ObjectRefHandle RE::MiddleHighProcessData::occupiedFurniture

◆ pad0F4

std::uint32_t RE::MiddleHighProcessData::pad0F4

◆ pad21C

std::uint32_t RE::MiddleHighProcessData::pad21C

◆ pad333

bool RE::MiddleHighProcessData::pad333

◆ pad334

std::uint32_t RE::MiddleHighProcessData::pad334

◆ penetrationDetectUtil

BSTSmartPointer<bhkRagdollPenetrationUtil> RE::MiddleHighProcessData::penetrationDetectUtil

◆ perkData

AIPerkData* RE::MiddleHighProcessData::perkData

◆ pickPocketed

bool RE::MiddleHighProcessData::pickPocketed

◆ preventCombat

bool RE::MiddleHighProcessData::preventCombat

◆ refListChairBed

BSSimpleList<TESObjectREFR*> RE::MiddleHighProcessData::refListChairBed

◆ rightHand

InventoryEntryData* RE::MiddleHighProcessData::rightHand

◆ rotation

NiPoint3 RE::MiddleHighProcessData::rotation

◆ rotationSpeed

NiPoint3 RE::MiddleHighProcessData::rotationSpeed

◆ runOncePackage

ActorPackage RE::MiddleHighProcessData::runOncePackage

◆ scriptRefractPower

float RE::MiddleHighProcessData::scriptRefractPower

◆ soulTrapped

bool RE::MiddleHighProcessData::soulTrapped

◆ summonedCreature

bool RE::MiddleHighProcessData::summonedCreature

◆ torchEvaluationTimer

float RE::MiddleHighProcessData::torchEvaluationTimer

◆ torsoNode

NiAVObject* RE::MiddleHighProcessData::torsoNode

◆ unk000

BSTEventSource<void*> RE::MiddleHighProcessData::unk000

◆ unk148

NiAVObject* RE::MiddleHighProcessData::unk148

◆ unk180

std::uint64_t RE::MiddleHighProcessData::unk180

◆ unk1B8

BSTArray<void*> RE::MiddleHighProcessData::unk1B8

◆ unk1D0

BSTArray<void*> RE::MiddleHighProcessData::unk1D0

◆ unk1E8

BSSpinLock RE::MiddleHighProcessData::unk1E8
mutable

◆ unk1F0

void* RE::MiddleHighProcessData::unk1F0

◆ unk1F8

std::uint16_t RE::MiddleHighProcessData::unk1F8

◆ unk1FA

std::uint16_t RE::MiddleHighProcessData::unk1FA

◆ unk1FC

std::uint32_t RE::MiddleHighProcessData::unk1FC

◆ unk200

std::uint32_t RE::MiddleHighProcessData::unk200

◆ unk20C

std::uint32_t RE::MiddleHighProcessData::unk20C

◆ unk210

TESIdleForm* RE::MiddleHighProcessData::unk210

◆ unk230

void* RE::MiddleHighProcessData::unk230

◆ unk248

std::uint64_t RE::MiddleHighProcessData::unk248

◆ unk278

NiPointer<BSCloneReserver> RE::MiddleHighProcessData::unk278

◆ unk290

std::uint32_t RE::MiddleHighProcessData::unk290

◆ unk298

float RE::MiddleHighProcessData::unk298

◆ unk29C

float RE::MiddleHighProcessData::unk29C

◆ unk2A0

float RE::MiddleHighProcessData::unk2A0

◆ unk2A4

float RE::MiddleHighProcessData::unk2A4

◆ unk2AC

float RE::MiddleHighProcessData::unk2AC

◆ unk2B0

float RE::MiddleHighProcessData::unk2B0

◆ unk2B8

float RE::MiddleHighProcessData::unk2B8

◆ unk2C0

float RE::MiddleHighProcessData::unk2C0

◆ unk2D0

float RE::MiddleHighProcessData::unk2D0

◆ unk2DC

float RE::MiddleHighProcessData::unk2DC

◆ unk2E0

std::uint32_t RE::MiddleHighProcessData::unk2E0

◆ unk2E4

std::uint32_t RE::MiddleHighProcessData::unk2E4

◆ unk2EC

std::uint32_t RE::MiddleHighProcessData::unk2EC

◆ unk2F0

std::uint64_t RE::MiddleHighProcessData::unk2F0

◆ unk2F8

std::uint32_t RE::MiddleHighProcessData::unk2F8

◆ unk2FC

std::uint32_t RE::MiddleHighProcessData::unk2FC

◆ unk300

std::uint32_t RE::MiddleHighProcessData::unk300

◆ unk304

std::uint16_t RE::MiddleHighProcessData::unk304

◆ unk306

std::uint16_t RE::MiddleHighProcessData::unk306

◆ unk308

std::uint64_t RE::MiddleHighProcessData::unk308

◆ unk310

std::uint8_t RE::MiddleHighProcessData::unk310

◆ unk312

std::uint16_t RE::MiddleHighProcessData::unk312

◆ unk314

std::uint16_t RE::MiddleHighProcessData::unk314

◆ unk316

bool RE::MiddleHighProcessData::unk316

◆ unk317

bool RE::MiddleHighProcessData::unk317

◆ unk318

bool RE::MiddleHighProcessData::unk318

◆ unk319

bool RE::MiddleHighProcessData::unk319

◆ unk31A

bool RE::MiddleHighProcessData::unk31A

◆ unk31E

bool RE::MiddleHighProcessData::unk31E

◆ unk31F

bool RE::MiddleHighProcessData::unk31F

◆ unk320

bool RE::MiddleHighProcessData::unk320

◆ unk321

bool RE::MiddleHighProcessData::unk321

◆ unk326

bool RE::MiddleHighProcessData::unk326

◆ unk327

bool RE::MiddleHighProcessData::unk327

◆ unk328

bool RE::MiddleHighProcessData::unk328

◆ unk32A

bool RE::MiddleHighProcessData::unk32A

◆ unk32C

bool RE::MiddleHighProcessData::unk32C

◆ unk32E

bool RE::MiddleHighProcessData::unk32E

◆ unk32F

bool RE::MiddleHighProcessData::unk32F

◆ unk330

bool RE::MiddleHighProcessData::unk330

◆ update3DModel

stl::enumeration<RESET_3D_FLAGS, std::uint8_t> RE::MiddleHighProcessData::update3DModel

◆ wardState

MagicSystem::WardState RE::MiddleHighProcessData::wardState

◆ weaponBone

NiNode* RE::MiddleHighProcessData::weaponBone

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