69 lines
3.0 KiB
C++
69 lines
3.0 KiB
C++
#pragma once
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struct StaticFunctionTag;
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class VMClassRegistry;
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class Setting;
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class Actor;
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class TESForm;
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class TESObjectREFR;
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#include "GameTypes.h"
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namespace papyrusGame
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{
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void RegisterFuncs(VMClassRegistry* registry);
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UInt32 GetPerkPoints(StaticFunctionTag*);
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void SetPerkPoints(StaticFunctionTag*, UInt32 perkPoints);
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void ModPerkPoints(StaticFunctionTag*, SInt32 modPerkPointsBy);
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void SetPlayerLevelPoints(StaticFunctionTag*, float points);
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float GetPlayerLevelPoints(StaticFunctionTag*);
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float GetPointsForLevel(StaticFunctionTag*, UInt32 level);
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UInt32 GetModCount(StaticFunctionTag*);
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UInt32 GetModByName(StaticFunctionTag*, BSFixedString name);
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BSFixedString GetModName(StaticFunctionTag*, UInt32 index);
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BSFixedString GetModAuthor(StaticFunctionTag*, UInt32 index);
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BSFixedString GetModDescription(StaticFunctionTag*, UInt32 index);
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UInt32 GetModDependencyCount(StaticFunctionTag*, UInt32 index);
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UInt32 GetNthModDependency(StaticFunctionTag*, UInt32 index, UInt32 dep_index);
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void SetGameSettingFloat(StaticFunctionTag * base, BSFixedString name, float value);
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void SetGameSettingInt(StaticFunctionTag * base, BSFixedString name, UInt32 value);
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void SetGameSettingBool(StaticFunctionTag * base, BSFixedString name, bool value);
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void SetGameSettingString(StaticFunctionTag * base, BSFixedString name, BSFixedString value);
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UInt32 GetNumTintMasks(StaticFunctionTag * base);
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UInt32 GetNthTintMaskColor(StaticFunctionTag * base, UInt32 n);
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void SetNthTintMaskColor(StaticFunctionTag * base, UInt32 n, UInt32 color);
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UInt32 GetNthTintMaskType(StaticFunctionTag * base, UInt32 n);
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BSFixedString GetNthTintMaskTexturePath(StaticFunctionTag * base, UInt32 n);
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void SetNthTintMaskTexturePath(StaticFunctionTag * base, BSFixedString path, UInt32 n);
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UInt32 GetNumTintMasksByType(StaticFunctionTag * base, UInt32 tintType);
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UInt32 GetTintMaskColor(StaticFunctionTag * base, UInt32 tintType, UInt32 index);
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void SetTintMaskColor(StaticFunctionTag * base, UInt32 color, UInt32 tintType, UInt32 index);
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BSFixedString GetTintMaskTexturePath(StaticFunctionTag * base, UInt32 tintType, UInt32 index);
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void SetTintMaskTexturePath(StaticFunctionTag * base, BSFixedString path, UInt32 tintType, UInt32 index);
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void UpdateTintMaskColors(StaticFunctionTag * base);
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void SetMiscStat(StaticFunctionTag * base, BSFixedString name, UInt32 value);
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void SetPlayersLastRiddenHorse(StaticFunctionTag * base, Actor* actor);
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bool GetPlayerMovementMode(StaticFunctionTag * base);
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void UnbindObjectHotkey(StaticFunctionTag * base, SInt32 hotkey);
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bool IsObjectHotkeyBound(StaticFunctionTag * base, SInt32 hotkey);
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TESForm * GetHotkeyBoundObject(StaticFunctionTag * base, SInt32 hotkey);
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SInt32 GetSkillLegendaryLevel(StaticFunctionTag * base, BSFixedString actorValue);
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void SetSkillLegendaryLevel(StaticFunctionTag * base, BSFixedString actorValue, UInt32 level);
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bool IsObjectFavorited(StaticFunctionTag * base, TESForm * form);
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TESForm* GetFormEx(StaticFunctionTag * base, UInt32 formId);
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TESObjectREFR* GetCurrentCrosshairRef(StaticFunctionTag * base);
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};
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