69 lines
2.6 KiB
C++
69 lines
2.6 KiB
C++
#pragma once
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class TESObjectWEAP;
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class VMClassRegistry;
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class EnchantmentItem;
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class TESObjectSTAT;
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class SpellItem;
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class BGSEquipSlot;
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#include "GameTypes.h"
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namespace papyrusWeapon
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{
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void RegisterFuncs(VMClassRegistry* registry);
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UInt32 GetBaseDamage(TESObjectWEAP* thisWeapon);
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void SetBaseDamage(TESObjectWEAP* thisWeapon, UInt32 nuDamage);
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UInt32 GetCritDamage(TESObjectWEAP* thisWeapon);
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void SetCritDamage(TESObjectWEAP* thisWeapon, UInt32 critDamage);
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float GetReach(TESObjectWEAP* thisWeapon);
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void SetReach(TESObjectWEAP* thisWeapon, float nuReach);
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UInt32 GetWeaponType(TESObjectWEAP* thisWeapon);
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void SetWeaponType(TESObjectWEAP* thisWeapon, UInt32 nuType);
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float GetSpeed(TESObjectWEAP* thisWeapon);
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void SetSpeed(TESObjectWEAP* thisWeapon, float speed);
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float GetStagger(TESObjectWEAP* thisWeapon);
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void SetStagger(TESObjectWEAP* thisWeapon, float stagger);
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float GetMinRange(TESObjectWEAP* thisWeapon);
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void SetMinRange(TESObjectWEAP* thisWeapon, float minRange);
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float GetMaxRange(TESObjectWEAP* thisWeapon);
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void SetMaxRange(TESObjectWEAP* thisWeapon, float maxRange);
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BSFixedString GetModelPath(TESObjectWEAP* thisWeapon);
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void SetModelPath(TESObjectWEAP* thisWeapon, BSFixedString nuPath);
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BSFixedString GetIconPath(TESObjectWEAP* thisWeapon);
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void SetIconPath(TESObjectWEAP* thisWeapon, BSFixedString nuPath);
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BSFixedString GetMessageIconPath(TESObjectWEAP* thisWeapon);
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void SetMessageIconPath(TESObjectWEAP* thisWeapon, BSFixedString nuPath);
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EnchantmentItem* GetEnchantment(TESObjectWEAP* thisWeapon);
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void SetEnchantment(TESObjectWEAP* thisWeapon, EnchantmentItem* enchantment);
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UInt32 GetEnchantmentValue(TESObjectWEAP* thisWeapon);
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void SetEnchantmentValue(TESObjectWEAP* thisWeapon, UInt32 value);
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TESObjectSTAT * GetEquippedModel(TESObjectWEAP* thisWeapon);
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void SetEquippedModel(TESObjectWEAP* thisWeapon, TESObjectSTAT * model);
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BGSEquipSlot * GetEquipType(TESObjectWEAP* thisWeapon);
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void SetEquipType(TESObjectWEAP* thisWeapon, BGSEquipSlot * slot);
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//BSFixedString GetSkill(TESObjectWEAP* thisWeapon);
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//void SetSkill(TESObjectWEAP* thisWeapon, BSFixedString skill);
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//BSFixedString GetResist(TESObjectWEAP* thisWeapon);
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//void SetResist(TESObjectWEAP* thisWeapon, BSFixedString resist);
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SpellItem * GetCritEffect(TESObjectWEAP* thisWeapon);
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void SetCritEffect(TESObjectWEAP* thisWeapon, SpellItem * spell);
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bool GetCritEffectOnDeath(TESObjectWEAP* thisWeapon);
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void SetCritEffectOnDeath(TESObjectWEAP* thisWeapon, bool critOnDeath);
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float GetCritMultiplier(TESObjectWEAP* thisWeapon);
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void SetCritMultiplier(TESObjectWEAP* thisWeapon, float critMult);
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}
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