11 class InventoryEntryData;
15 void DebugNotification(
const char* a_notification,
const char* a_soundToPlay = 0,
bool a_cancelIfAlreadyQueued =
true);
Definition: InventoryEntryData.h:14
Definition: NiSmartPointer.h:9
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)