47 lines
1.8 KiB
C
47 lines
1.8 KiB
C
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#pragma once
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#include "GameTypes.h"
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#include "PapyrusArgs.h"
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class TESObjectREFR;
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class TESForm;
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class EnchantmentItem;
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class VMClassRegistry;
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class EffectSetting;
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class BGSListForm;
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namespace papyrusObjectReference
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{
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void RegisterFuncs(VMClassRegistry* registry);
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UInt32 GetNumItems(TESObjectREFR* pContainerRef);
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TESForm* GetNthForm(TESObjectREFR* pContainerRef, UInt32 n);
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float GetTotalItemWeight(TESObjectREFR* pContainerRef);
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float GetTotalArmorWeight(TESObjectREFR* pContainerRef);
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void SetItemHealthPercent(TESObjectREFR* object, float value);
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float GetItemCharge(TESObjectREFR* object);
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float GetItemMaxCharge(TESObjectREFR* object);
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void SetItemCharge(TESObjectREFR* object, float value);
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EnchantmentItem * GetEnchantment(TESObjectREFR* object);
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void CreateEnchantment(TESObjectREFR* object, float maxCharge, VMArray<EffectSetting*> effects, VMArray<float> magnitudes, VMArray<UInt32> areas, VMArray<UInt32> durations);
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void SetEnchantment(TESObjectREFR* object, EnchantmentItem * form, float maxCharge);
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void ResetInventory(TESObjectREFR * obj);
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bool IsOffLimits(TESObjectREFR * obj);
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BSFixedString GetDisplayName(TESObjectREFR* object);
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bool SetDisplayName(TESObjectREFR* object, BSFixedString value, bool force);
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TESObjectREFR * GetEnableParent(TESObjectREFR* object);
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bool IsHarvested(TESObjectREFR* pProduceRef);
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bool HasNiNode(TESObjectREFR * obj, BSFixedString nodeName);
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float GetNiNodePositionX(TESObjectREFR * obj, BSFixedString nodeName);
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float GetNiNodePositionY(TESObjectREFR * obj, BSFixedString nodeName);
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float GetNiNodePositionZ(TESObjectREFR * obj, BSFixedString nodeName);
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float GetNiNodeScale(TESObjectREFR * obj, BSFixedString nodeName);
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void SetNiNodeScale(TESObjectREFR * obj, BSFixedString nodeName, float value);
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void GetAllForms(TESObjectREFR* pContainerRef, BGSListForm * list);
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}
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