CommonLibSSE (powerof3)
Misc.h
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1 #pragma once
2 
3 namespace RE
4 {
5  class Actor;
6  template <class T>
7  class NiPointer;
8  class Setting;
9  class TESObjectREFR;
10  class TESForm;
11  class InventoryEntryData;
12 
13  void ApplyPerkEntries(std::uint8_t a_perkEntryCode, Actor* a_perkOwner, TESForm* a_item, float* a_value);
14  void CreateRefHandle(RefHandle& a_handleOut, TESObjectREFR* a_refrTo);
15  void DebugNotification(const char* a_notification, const char* a_soundToPlay = 0, bool a_cancelIfAlreadyQueued = true);
16  float GetArmorFinalRating(InventoryEntryData* a_entryData, float a_armorPerks, float a_skillMultiplier);
17  Setting* GetINISetting(const char* a_name);
18  bool LookupReferenceByHandle(const RefHandle& a_handle, NiPointer<Actor>& a_refrOut);
19  bool LookupReferenceByHandle(const RefHandle& a_handle, NiPointer<TESObjectREFR>& a_refrOut);
20  void PlaySound(const char* a_editorID);
21 }
Definition: Actor.h:125
Definition: InventoryEntryData.h:14
Definition: NiSmartPointer.h:9
Definition: Setting.h:8
Definition: TESForm.h:34
Definition: TESObjectREFR.h:103
Definition: AbsorbEffect.h:6
void ApplyPerkEntries(std::uint8_t a_perkEntryCode, Actor *a_perkOwner, TESForm *a_item, float *a_value)
Setting * GetINISetting(const char *a_name)
float GetArmorFinalRating(InventoryEntryData *a_entryData, float a_armorPerks, float a_skillMultiplier)
void CreateRefHandle(RefHandle &a_handleOut, TESObjectREFR *a_refrTo)
NiPointer(T *) -> NiPointer< T >
void DebugNotification(const char *a_notification, const char *a_soundToPlay=0, bool a_cancelIfAlreadyQueued=true)
void PlaySound(const char *a_editorID)
std::uint32_t RefHandle
Definition: BSCoreTypes.h:6
bool LookupReferenceByHandle(const RefHandle &a_handle, NiPointer< Actor > &a_refrOut)