Files
Commonwealth-Online-Public/plugin/lib/commonlibf4/include/RE/P/ProjectileLaunchData.h
T
2026-05-30 18:33:24 +12:00

56 lines
2.5 KiB
C++

#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);
}