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

69 lines
3.0 KiB
C++

#pragma once
struct StaticFunctionTag;
class VMClassRegistry;
class Setting;
class Actor;
class TESForm;
class TESObjectREFR;
#include "GameTypes.h"
namespace papyrusGame
{
void RegisterFuncs(VMClassRegistry* registry);
UInt32 GetPerkPoints(StaticFunctionTag*);
void SetPerkPoints(StaticFunctionTag*, UInt32 perkPoints);
void ModPerkPoints(StaticFunctionTag*, SInt32 modPerkPointsBy);
void SetPlayerLevelPoints(StaticFunctionTag*, float points);
float GetPlayerLevelPoints(StaticFunctionTag*);
float GetPointsForLevel(StaticFunctionTag*, UInt32 level);
UInt32 GetModCount(StaticFunctionTag*);
UInt32 GetModByName(StaticFunctionTag*, BSFixedString name);
BSFixedString GetModName(StaticFunctionTag*, UInt32 index);
BSFixedString GetModAuthor(StaticFunctionTag*, UInt32 index);
BSFixedString GetModDescription(StaticFunctionTag*, UInt32 index);
UInt32 GetModDependencyCount(StaticFunctionTag*, UInt32 index);
UInt32 GetNthModDependency(StaticFunctionTag*, UInt32 index, UInt32 dep_index);
void SetGameSettingFloat(StaticFunctionTag * base, BSFixedString name, float value);
void SetGameSettingInt(StaticFunctionTag * base, BSFixedString name, UInt32 value);
void SetGameSettingBool(StaticFunctionTag * base, BSFixedString name, bool value);
void SetGameSettingString(StaticFunctionTag * base, BSFixedString name, BSFixedString value);
UInt32 GetNumTintMasks(StaticFunctionTag * base);
UInt32 GetNthTintMaskColor(StaticFunctionTag * base, UInt32 n);
void SetNthTintMaskColor(StaticFunctionTag * base, UInt32 n, UInt32 color);
UInt32 GetNthTintMaskType(StaticFunctionTag * base, UInt32 n);
BSFixedString GetNthTintMaskTexturePath(StaticFunctionTag * base, UInt32 n);
void SetNthTintMaskTexturePath(StaticFunctionTag * base, BSFixedString path, UInt32 n);
UInt32 GetNumTintMasksByType(StaticFunctionTag * base, UInt32 tintType);
UInt32 GetTintMaskColor(StaticFunctionTag * base, UInt32 tintType, UInt32 index);
void SetTintMaskColor(StaticFunctionTag * base, UInt32 color, UInt32 tintType, UInt32 index);
BSFixedString GetTintMaskTexturePath(StaticFunctionTag * base, UInt32 tintType, UInt32 index);
void SetTintMaskTexturePath(StaticFunctionTag * base, BSFixedString path, UInt32 tintType, UInt32 index);
void UpdateTintMaskColors(StaticFunctionTag * base);
void SetMiscStat(StaticFunctionTag * base, BSFixedString name, UInt32 value);
void SetPlayersLastRiddenHorse(StaticFunctionTag * base, Actor* actor);
bool GetPlayerMovementMode(StaticFunctionTag * base);
void UnbindObjectHotkey(StaticFunctionTag * base, SInt32 hotkey);
bool IsObjectHotkeyBound(StaticFunctionTag * base, SInt32 hotkey);
TESForm * GetHotkeyBoundObject(StaticFunctionTag * base, SInt32 hotkey);
SInt32 GetSkillLegendaryLevel(StaticFunctionTag * base, BSFixedString actorValue);
void SetSkillLegendaryLevel(StaticFunctionTag * base, BSFixedString actorValue, UInt32 level);
bool IsObjectFavorited(StaticFunctionTag * base, TESForm * form);
TESForm* GetFormEx(StaticFunctionTag * base, UInt32 formId);
TESObjectREFR* GetCurrentCrosshairRef(StaticFunctionTag * base);
};