#include "skse64/NiNodes.h" #include "skse64/GameObjects.h" const _GetBoneNames GetBoneNames = (_GetBoneNames)0x00000000; // Builds the skeleton node name list if it doesn't exist const _GetNodeByName GetNodeByName = (_GetNodeByName)0x00000000; const _GetNodeNameByWeaponType GetNodeNameByWeaponType = (_GetNodeNameByWeaponType)0x00000000; const _GetInternalNode GetInternalNode = (_GetInternalNode)0x00000000; const _SwapNodeParent SwapNodeParent = (_SwapNodeParent)0x00000000; NiBoneNames * NiBoneNames::GetSingleton(void) { return (NiBoneNames *)0x00000000; } NiWeaponNodes * NiWeaponNodes::GetSingleton(void) { return (NiWeaponNodes *)0x00000000; } NiNode * NiNode::Create(UInt32 arrBufLen) { void* memory = Heap_Allocate(sizeof(NiNode)); memset(memory, 0, sizeof(NiNode)); NiNode* xData = (NiNode*)memory; xData->ctor(arrBufLen); return xData; } BSFadeNode * BSFadeNode::Create() { void* memory = Heap_Allocate(sizeof(BSFadeNode)); memset(memory, 0, sizeof(BSFadeNode)); BSFadeNode* xData = (BSFadeNode*)memory; xData->ctor(); return xData; }