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

41 lines
1.3 KiB
C++

#pragma once
class TESForm;
class TESObjectWEAP;
class Actor;
class SpellItem;
class ActiveEffect;
class VMClassRegistry;
class BGSHeadPart;
class TESObjectREFR;
namespace papyrusActor
{
void RegisterFuncs(VMClassRegistry* registry);
TESForm* GetWornForm(Actor* thisActor, UInt32 slot);
void QueueNiNodeUpdate(Actor* thisActor);
UInt32 GetSpellCount(Actor* thisActor);
SpellItem* GetNthSpell(Actor* thisActor, UInt32 n);
#ifdef _AEFFECTS
UInt32 GetNumActiveEffects(Actor* thisActor);
ActiveEffect* GetNthActiveEffect(Actor* thisActor, UInt32 n);
#endif
void EquipItemEx(Actor* thisActor, TESForm* item, SInt32 slotId, bool preventUnequip, bool equipSound);
void UnequipItemEx(Actor* thisActor, TESForm* item, SInt32 slotId, bool preventEquip);
//void ReplaceHeadPart(Actor * thisActor, BGSHeadPart * oldPart, BGSHeadPart* newPart);
//void ChangeHeadPart(Actor * thisActor, BGSHeadPart * newPart);
//void RegenerateHead(Actor * thisActor);
//void UpdateWeight(Actor * thisActor, float neckDelta);
bool IsAIEnabled(Actor * thisActor);
bool IsSwimming(Actor * thisActor);
void SheatheWeapon(Actor * thisActor);
void EquipItemById(Actor* thisActor, TESForm* item, SInt32 itemId, SInt32 slotId, bool preventUnequip, bool equipSound);
TESObjectREFR * GetFurnitureReference(Actor * thisActor);
}