#pragma once #include "skse64/GameTypes.h" class ActiveEffect; class VMClassRegistry; class TESForm; namespace papyrusActiveMagicEffect { void RegisterFuncs(VMClassRegistry* registry); float GetTimeElapsed(ActiveEffect* effect); float GetDuration(ActiveEffect* effect); float GetMagnitude(ActiveEffect* effect); void RegisterForKey(ActiveEffect * effect, UInt32 key); void UnregisterForKey(ActiveEffect * effect, UInt32 key); void UnregisterForAllKeys(ActiveEffect * effect); void RegisterForControl(ActiveEffect * effect, BSFixedString control); void UnregisterForControl(ActiveEffect * effect, BSFixedString control); void UnregisterForAllControls(ActiveEffect * effect); void RegisterForMenu(ActiveEffect * effect, BSFixedString menuName); void UnregisterForMenu(ActiveEffect * effect, BSFixedString menuName); void UnregisterForAllMenus(ActiveEffect * effect); void RegisterForModEvent(ActiveEffect * effect, BSFixedString eventName, BSFixedString callbackName); void UnregisterForModEvent(ActiveEffect * effect, BSFixedString eventName); void UnregisterForAllModEvents(ActiveEffect * effect); void SendModEvent(ActiveEffect * thisForm, BSFixedString eventName, BSFixedString strArg, float numArg); void RegisterForCameraState(ActiveEffect * thisForm); void UnregisterForCameraState(ActiveEffect * thisForm); void RegisterForCrosshairRef(ActiveEffect * thisForm); void UnregisterForCrosshairRef(ActiveEffect * thisForm); }