#pragma once #include "RE/B/BSTempEffect.h" #include "RE/N/NiPointer.h" namespace RE { class NiAVObject; class __declspec(novtable) BSTempEffectWeaponBlood : public BSTempEffect // 00 { public: static constexpr auto RTTI{ RTTI::BSTempEffectWeaponBlood }; static constexpr auto VTABLE{ VTABLE::BSTempEffectWeaponBlood }; static constexpr auto Ni_RTTI{ Ni_RTTI::BSTempEffect }; static constexpr auto TYPE{ TEMP_EFFECT_TYPE::kWeaponBlood }; ~BSTempEffectWeaponBlood() override; static void ClearEffectForWeapon(NiAVObject* a_weapon3D) { using func_t = decltype(&BSTempEffectWeaponBlood::ClearEffectForWeapon); REL::Relocation func{ ID::BSTempEffectWeaponBlood::ClearEffectForWeapon }; return func(a_weapon3D); } // members NiPointer weapon; // 30 float fBloodAmount; // 38 }; static_assert(sizeof(BSTempEffectWeaponBlood) == 0x40); }