105 lines
2.2 KiB
C++
105 lines
2.2 KiB
C++
#pragma once
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#include "skse64/GameThreads.h"
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class SKSETaskUpdateTintMasks : public TaskDelegate
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{
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public:
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virtual void Run();
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virtual void Dispose();
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};
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class SKSETaskUpdateHairColor : public TaskDelegate
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{
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public:
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virtual void Run();
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virtual void Dispose();
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};
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class SKSETaskRegenHead : public TaskDelegate
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{
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public:
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static SKSETaskRegenHead * Create(Actor * actor);
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virtual void Run();
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virtual void Dispose();
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private:
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Actor* m_actor;
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};
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class SKSETaskChangeHeadPart : public TaskDelegate
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{
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public:
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static SKSETaskChangeHeadPart * Create(Actor * actor, BGSHeadPart* oldPart, BGSHeadPart* newPart);
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virtual void Run();
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virtual void Dispose();
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private:
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Actor* m_actor;
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BGSHeadPart* m_oldPart;
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BGSHeadPart* m_newPart;
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};
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class SKSETaskUpdateWeight : public TaskDelegate
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{
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public:
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static SKSETaskUpdateWeight * Create(Actor * actor, float delta, UInt32 updateFlags, bool redrawWeapon);
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virtual void Run();
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virtual void Dispose();
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private:
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Actor * m_actor;
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float m_delta;
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UInt32 m_updateFlags;
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bool m_redraw;
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};
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class SKSETaskUpdateWorldData : public TaskDelegate
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{
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public:
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static SKSETaskUpdateWorldData * Create(NiAVObject * object);
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virtual void Run();
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virtual void Dispose();
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private:
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NiAVObject * m_object;
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};
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class SKSETaskUpdateHarvestModel : public TaskDelegate
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{
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public:
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static SKSETaskUpdateHarvestModel * Create(TESObjectREFR * reference);
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virtual void Run();
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virtual void Dispose();
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private:
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TESObjectREFR * m_reference;
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};
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class SKSETaskUpdateExpression : public TaskDelegate
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{
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public:
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static SKSETaskUpdateExpression * Create(Actor * actor, UInt8 type, UInt16 index, float value);
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virtual void Run();
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virtual void Dispose();
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private:
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UInt8 m_type;
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UInt16 m_index;
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Actor * m_actor;
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float m_value;
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};
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namespace TaskInterface
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{
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void UpdateTintMasks();
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void UpdateHairColor();
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void RegenerateHead(Actor * actor);
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void ChangeHeadPart(Actor * actor, BGSHeadPart * oldPart, BGSHeadPart * newPart);
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void UpdateWeight(Actor * actor, float delta, UInt32 updateFlags, bool redrawWeapon);
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void UpdateWorldData(NiAVObject * object);
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void UpdateExpression(Actor * actor, UInt8 type, UInt16 index, float value);
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void UpdateHarvestModel(TESObjectREFR * refr);
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};
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