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

69 lines
2.6 KiB
C++

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