14 class bhkCollisionObject;
15 class bhkSimpleShapePhantom;
44 void SaveGame(BGSSaveFormBuffer* a_buf)
override;
45 void LoadGame(BGSLoadFormBuffer* a_buf)
override;
48 void Revert(BGSLoadFormBuffer* a_buf)
override;
Definition: ActorCause.h:9
Definition: BGSExplosion.h:53
Definition: BGSKeyword.h:10
Definition: BSAtomic.h:49
Definition: EffectSetting.h:24
Definition: InventoryEntryData.h:14
Definition: MagicCaster.h:11
Definition: MagicItem.h:27
Definition: NiAVObject.h:45
Definition: NiSmartPointer.h:9
Definition: Projectile.h:19
NiPointer< ActorCause > actorCause
Definition: Projectile.h:119
BGSExplosion * explosion
Definition: Projectile.h:126
virtual void Unk_BF(void)
float unk19C
Definition: Projectile.h:139
virtual void Handle3DLoaded()
NiAVObject * Load3D(bool a_backgroundLoading) override
virtual void Unk_A9(void)
ObjectRefHandle shooter
Definition: Projectile.h:120
void InitLoadGame(BGSLoadFormBuffer *a_buf) override
Projectile * AsProjectile() override
float unk198
Definition: Projectile.h:138
bool GetAllowPromoteToPersistent() const override
void * unk108
Definition: Projectile.h:117
std::uint64_t unk0B0
Definition: Projectile.h:102
NiPointer< QueuedFile > projectileDBFiles
Definition: Projectile.h:131
void * unk110
Definition: Projectile.h:118
std::uint64_t unk1D0
Definition: Projectile.h:148
std::uint32_t flags
Definition: Projectile.h:147
ObjectRefHandle desiredTarget
Definition: Projectile.h:121
virtual void Unk_BD(void)
virtual void Unk_A4(void)
virtual void Unk_B2(void)
std::uint64_t unk1A8
Definition: Projectile.h:141
std::uint64_t unk1A0
Definition: Projectile.h:140
EffectSetting * avEffect
Definition: Projectile.h:130
void MoveHavok(bool a_forceRec) override
std::uint32_t * unk140
Definition: Projectile.h:124
float range
Definition: Projectile.h:136
void LoadGame(BGSLoadFormBuffer *a_buf) override
virtual void Unk_A7(void)
float unk0A8
Definition: Projectile.h:100
virtual void Unk_B5(void)
virtual bool IsNotGeneratedForm() const
virtual void Unk_B3(void)
virtual void Unk_B9(void)
float distanceMoved
Definition: Projectile.h:144
std::uint64_t unk0C0
Definition: Projectile.h:105
std::uint64_t unk180
Definition: Projectile.h:133
void FinishLoadGame(BGSLoadFormBuffer *a_buf) override
float unk0FC
Definition: Projectile.h:114
float unk0BC
Definition: Projectile.h:104
ActorCause * GetActorCause() const override
float unk0B8
Definition: Projectile.h:103
bool Load(TESFile *a_mod) override
float unk18C
Definition: Projectile.h:135
void Set3D(NiAVObject *a_object, bool a_queue3DTasks=true) override
virtual void Unk_AC(void)
virtual void Unk_BB(void)
void Unk_8B(void) override
float unk104
Definition: Projectile.h:116
virtual void Unk_BE(void)
std::uint32_t pad164
Definition: Projectile.h:129
float unk0D8
Definition: Projectile.h:109
std::uint32_t unk194
Definition: Projectile.h:137
static constexpr auto RTTI
Definition: Projectile.h:21
BSSoundHandle sndCountdown
Definition: Projectile.h:123
std::uint64_t unk178
Definition: Projectile.h:132
BSSimpleList< ImpactData * > impacts
Definition: Projectile.h:99
float unk0C8
Definition: Projectile.h:106
virtual void Unk_AD(void)
void SaveGame(BGSSaveFormBuffer *a_buf) override
NiPoint3 unk0F0
Definition: Projectile.h:113
float unk100
Definition: Projectile.h:115
BSSpinLock unk0E8
Definition: Projectile.h:112
virtual void Unk_AF(void)
virtual void Unk_AA(void)
bool OnAddCellPerformQueueReference(TESObjectCELL &a_cell) const override
bhkSimpleShapePhantom * unk0E0
Definition: Projectile.h:111
virtual void Unk_A6(void)
virtual void Unk_AE(void)
virtual void Unk_BC(void)
InventoryEntryData * unk148
Definition: Projectile.h:125
float unk188
Definition: Projectile.h:134
MagicSystem::CastingSource castingSource
Definition: Projectile.h:128
void SetActorCause(ActorCause *a_cause) override
float unk0CC
Definition: Projectile.h:107
MagicCaster * GetMagicCaster(MagicSystem::CastingSource a_source) override
void InitHavok() override
bool DetachHavok(NiAVObject *a_obj3D) override
BSSoundHandle sndHandle
Definition: Projectile.h:122
virtual void Unk_B7(void)
bool HasKeywordHelper(const BGSKeyword *a_keyword) const override
TESAmmo * ammoSource
Definition: Projectile.h:143
std::uint32_t unk1C8
Definition: Projectile.h:146
void GetLinearVelocity(NiPoint3 &a_velocity) const override
virtual void Unk_A2(void)
virtual void Unk_C1(void)
std::uint64_t unk0D0
Definition: Projectile.h:108
virtual void Unk_B1(void)
virtual void Unk_A8(void)
float unk0DC
Definition: Projectile.h:110
virtual void Unk_B8(void)
void Revert(BGSLoadFormBuffer *a_buf) override
virtual void Unk_A3(void)
std::uint32_t unk1C4
Definition: Projectile.h:145
virtual void Unk_B0(void)
virtual void UpdateImpl(float a_delta)=0
TESObjectWEAP * weaponSource
Definition: Projectile.h:142
virtual void Unk_A5(void)
virtual void Unk_B6(void)
MagicItem * spell
Definition: Projectile.h:127
virtual void Unk_BA(void)
float unk0AC
Definition: Projectile.h:101
Definition: TESObjectCELL.h:102
Definition: TESObjectREFR.h:103
Definition: TESObjectWEAP.h:73
CastingSource
Definition: MagicSystem.h:21
Definition: AbsorbEffect.h:6
constexpr REL::ID RTTI_Projectile
Definition: Offsets_RTTI.h:5733
Definition: BSSoundHandle.h:10
Definition: Projectile.h:24
std::uint64_t unk08
Definition: Projectile.h:28
std::uint64_t unk28
Definition: Projectile.h:32
std::uint64_t unk00
Definition: Projectile.h:27
std::uint64_t unk10
Definition: Projectile.h:29
NiPointer< bhkCollisionObject > colObj
Definition: Projectile.h:31
std::uint64_t unk40
Definition: Projectile.h:35
ObjectRefHandle collidee
Definition: Projectile.h:30
std::uint64_t unk38
Definition: Projectile.h:34
std::uint64_t unk48
Definition: Projectile.h:36
std::uint64_t unk30
Definition: Projectile.h:33