#pragma once class TESCombatStyle; class VMClassRegistry; namespace papyrusCombatStyle { void RegisterFuncs(VMClassRegistry* registry); float GetOffensiveMult(TESCombatStyle* thisCombatStyle); void SetOffensiveMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetDefensiveMult(TESCombatStyle* thisCombatStyle); void SetDefensiveMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetGroupOffensiveMult(TESCombatStyle* thisCombatStyle); void SetGroupOffensiveMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetMeleeMult(TESCombatStyle* thisCombatStyle); void SetMeleeMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetRangedMult(TESCombatStyle* thisCombatStyle); void SetRangedMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetMagicMult(TESCombatStyle* thisCombatStyle); void SetMagicMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetShoutMult(TESCombatStyle* thisCombatStyle); void SetShoutMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetStaffMult(TESCombatStyle* thisCombatStyle); void SetStaffMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetUnarmedMult(TESCombatStyle* thisCombatStyle); void SetUnarmedMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetAvoidThreatChance(TESCombatStyle* thisCombatStyle); void SetAvoidThreatChance(TESCombatStyle* thisCombatStyle, float nuVal); float GetMeleeAttackStaggeredMult(TESCombatStyle* thisCombatStyle); void SetMeleeAttackStaggeredMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetMeleePowerAttackStaggeredMult(TESCombatStyle* thisCombatStyle); void SetMeleePowerAttackStaggeredMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetMeleePowerAttackBlockingMult(TESCombatStyle* thisCombatStyle); void SetMeleePowerAttackBlockingMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetMeleeBashMult(TESCombatStyle* thisCombatStyle); void SetMeleeBashMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetMeleeBashRecoiledMult(TESCombatStyle* thisCombatStyle); void SetMeleeBashRecoiledMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetMeleeBashAttackMult(TESCombatStyle* thisCombatStyle); void SetMeleeBashAttackMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetMeleeBashPowerAttackMult(TESCombatStyle* thisCombatStyle); void SetMeleeBashPowerAttackMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetMeleeSpecialAttackMult(TESCombatStyle* thisCombatStyle); void SetMeleeSpecialAttackMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetCloseRangeDuelingCircleMult(TESCombatStyle* thisCombatStyle); void SetCloseRangeDuelingCircleMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetCloseRangeDuelingFallbackMult(TESCombatStyle* thisCombatStyle); void SetCloseRangeDuelingFallbackMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetCloseRangeFlankingFlankDistance(TESCombatStyle* thisCombatStyle); void SetCloseRangeFlankingFlankDistance(TESCombatStyle* thisCombatStyle, float nuVal); float GetCloseRangeFlankingStalkTime(TESCombatStyle* thisCombatStyle); void SetCloseRangeFlankingStalkTime(TESCombatStyle* thisCombatStyle, float nuVal); float GetLongRangeStrafeMult(TESCombatStyle* thisCombatStyle); void SetLongRangeStrafeMult(TESCombatStyle* thisCombatStyle, float nuVal); float GetFlightHoverChance(TESCombatStyle* thisCombatStyle); void SetFlightHoverChance(TESCombatStyle* thisCombatStyle, float nuVal); float GetFlightDiveBombChance(TESCombatStyle* thisCombatStyle); void SetFlightDiveBombChance(TESCombatStyle* thisCombatStyle, float nuVal); // undecoded float GetFlightFlyingAttackChance(TESCombatStyle* thisCombatStyle); void SetFlightFlyingAttackChance(TESCombatStyle* thisCombatStyle, float nuVal); bool GetAllowDuelWielding(TESCombatStyle* thisCombatStyle); void SetAllowDuelWielding(TESCombatStyle* thisCombatStyle, float nuVal); };