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