enderalse/source/fs.dll/skse64/skse64/PapyrusActorBase.h

52 lines
1.6 KiB
C++

#pragma once
class VMClassRegistry;
class TESForm;
class TESNPC;
class TESCombatStyle;
class BGSOutfit;
class TESClass;
class SpellItem;
class BGSHeadPart;
class BGSTextureSet;
class TESObjectARMO;
namespace papyrusActorBase {
void RegisterFuncs(VMClassRegistry* registry);
TESCombatStyle* GetCombatStyle(TESNPC* thisNPC);
void SetCombatStyle(TESNPC* thisNPC, TESCombatStyle* cs);
BGSOutfit* GetOutfit(TESNPC* thisNPC, bool bSleepOutfit = false);
void SetClass(TESNPC* thisNPC, TESClass* nuClass);
float GetHeight(TESNPC* thisNPC);
void SetHeight(TESNPC* thisNPC, float height);
float GetWeight(TESNPC* thisNPC);
void SetWeight(TESNPC* thisNPC, float weight);
UInt32 GetNumHeadParts(TESNPC* thisNPC);
BGSHeadPart* GetNthHeadPart(TESNPC* thisNPC, UInt32 n);
void SetNthHeadPart(TESNPC* thisNPC, BGSHeadPart* headPart, UInt32 n );
SInt32 GetIndexOfHeadPartByType(TESNPC* thisNPC, UInt32 type);
UInt32 GetNumOverlayHeadParts(TESNPC* thisNPC);
BGSHeadPart* GetNthOverlayHeadPart(TESNPC* thisNPC, UInt32 n);
SInt32 GetIndexOfOverlayHeadPartByType(TESNPC* thisNPC, UInt32 type);
float GetFaceMorph(TESNPC* thisNPC, UInt32 index);
void SetFaceMorph(TESNPC* thisNPC, float value, UInt32 index);
BGSTextureSet * GetFaceTextureSet(TESNPC* thisNPC);
void SetFaceTextureSet(TESNPC* thisNPC, BGSTextureSet * textureSet);
UInt32 GetSpellCount(TESNPC* thisNPC);
SpellItem* GetNthSpell(TESNPC* thisNPC, UInt32 n);
TESObjectARMO * GetSkin(TESNPC* thisNPC);
void SetSkin(TESNPC* thisNPC, TESObjectARMO * skin);
TESObjectARMO * GetSkinFar(TESNPC* thisNPC);
void SetSkinFar(TESNPC* thisNPC, TESObjectARMO * skin);
TESNPC* GetTemplate(TESNPC* thisNPC);
};