docs: add plugin setup guide
This commit is contained in:
@@ -0,0 +1,55 @@
|
||||
#pragma once
|
||||
|
||||
#include "RE/B/BGSBodyPartDefs.h"
|
||||
#include "RE/B/BGSEquipIndex.h"
|
||||
#include "RE/B/BGSObjectInstance.h"
|
||||
#include "RE/N/NiPoint3.h"
|
||||
|
||||
namespace RE
|
||||
{
|
||||
class CombatController;
|
||||
|
||||
namespace MagicSystem
|
||||
{
|
||||
enum class CastingSource;
|
||||
}
|
||||
|
||||
class ProjectileLaunchData
|
||||
{
|
||||
public:
|
||||
// members
|
||||
NiPoint3 origin; // 00
|
||||
NiPoint3 contactNormal; // 0C
|
||||
BGSProjectile* projectileBase; // 18
|
||||
TESObjectREFR* shooter; // 20
|
||||
CombatController* shooterCombatController; // 28
|
||||
BGSObjectInstanceT<TESObjectWEAP> fromWeapon; // 30
|
||||
TESAmmo* fromAmmo; // 40
|
||||
BGSEquipIndex equipIndex; // 48
|
||||
float zAngle; // 4C
|
||||
float xAngle; // 50
|
||||
float yAngle; // 54
|
||||
TESObjectREFR* homingTarget; // 58
|
||||
TESObjectCELL* parentCell; // 60
|
||||
MagicItem* spell; // 68
|
||||
MagicSystem::CastingSource castingSource; // 70
|
||||
AlchemyItem* poison; // 78
|
||||
std::int32_t area; // 80
|
||||
float power; // 84
|
||||
float scale; // 88
|
||||
float coneOfFireRadiusMult; // 8C
|
||||
BGSBodyPartDefs::LIMB_ENUM targetLimb; // 90
|
||||
bool alwaysHit; // 94
|
||||
bool noDamageOutsideCombat; // 95
|
||||
bool autoAim; // 96
|
||||
bool useOrigin; // 97
|
||||
bool deferInitialization; // 98
|
||||
bool tracer; // 99
|
||||
bool forceConeOfFire; // 9A
|
||||
bool intentionalMiss; // 9B
|
||||
bool allow3D; // 9C
|
||||
bool penetrates; // 9D
|
||||
bool ignoreNearCollisions; // 9E
|
||||
};
|
||||
static_assert(sizeof(ProjectileLaunchData) == 0xA0);
|
||||
}
|
||||
Reference in New Issue
Block a user