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

41 lines
1.4 KiB
C++

#pragma once
#include "skse64/GameTypes.h"
class ActiveEffect;
class VMClassRegistry;
class TESForm;
namespace papyrusActiveMagicEffect
{
void RegisterFuncs(VMClassRegistry* registry);
float GetTimeElapsed(ActiveEffect* effect);
float GetDuration(ActiveEffect* effect);
float GetMagnitude(ActiveEffect* effect);
void RegisterForKey(ActiveEffect * effect, UInt32 key);
void UnregisterForKey(ActiveEffect * effect, UInt32 key);
void UnregisterForAllKeys(ActiveEffect * effect);
void RegisterForControl(ActiveEffect * effect, BSFixedString control);
void UnregisterForControl(ActiveEffect * effect, BSFixedString control);
void UnregisterForAllControls(ActiveEffect * effect);
void RegisterForMenu(ActiveEffect * effect, BSFixedString menuName);
void UnregisterForMenu(ActiveEffect * effect, BSFixedString menuName);
void UnregisterForAllMenus(ActiveEffect * effect);
void RegisterForModEvent(ActiveEffect * effect, BSFixedString eventName, BSFixedString callbackName);
void UnregisterForModEvent(ActiveEffect * effect, BSFixedString eventName);
void UnregisterForAllModEvents(ActiveEffect * effect);
void SendModEvent(ActiveEffect * thisForm, BSFixedString eventName, BSFixedString strArg, float numArg);
void RegisterForCameraState(ActiveEffect * thisForm);
void UnregisterForCameraState(ActiveEffect * thisForm);
void RegisterForCrosshairRef(ActiveEffect * thisForm);
void UnregisterForCrosshairRef(ActiveEffect * thisForm);
}