styyx-util 1.0
Utility Header for SKSE Plugin development
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StyyxUtil::ActorUtil Member List

This is the complete list of members for StyyxUtil::ActorUtil, including all inherited members.

ActorHasEffectOfTypeActive(RE::Actor *a_actor, RE::EffectArchetypes::ArchetypeID a_type)StyyxUtil::ActorUtilinlinestatic
ActorHasEquippedHeavyArmor(RE::Actor *actor)StyyxUtil::ActorUtilinlinestatic
ActorHasEquippedLightArmor(const RE::Actor *actor)StyyxUtil::ActorUtilinlinestatic
ActorHasItem(RE::Actor *actor, RE::TESBoundObject *item)StyyxUtil::ActorUtilinlinestatic
ActorHasQuestObjectInHand(RE::Actor *actor)StyyxUtil::ActorUtilinlinestatic
AddItem(RE::Actor *a_actor, RE::TESBoundObject *a_item, RE::ExtraDataList *a_extraList, int a_count, RE::TESObjectREFR *a_fromRefr)StyyxUtil::ActorUtilinlinestatic
AddItemPlayer(RE::TESBoundObject *a_item, const int a_count)StyyxUtil::ActorUtilinlinestatic
FullyHealActor(RE::Actor *a_actor)StyyxUtil::ActorUtilinlinestatic
GetActorValuePercentage(RE::Actor *a_actor, RE::ActorValue a_av)StyyxUtil::ActorUtilinlinestatic
GetClosestActor(const RE::TESObjectREFR *a_ref, const float a_radius)StyyxUtil::ActorUtilinlinestatic
GetClosestFromVector(const RE::TESObjectREFR *a_ref, const std::vector< RE::Actor * > &actors)StyyxUtil::ActorUtilinlineprivatestatic
GetClosestNonPlayerTeammate(const RE::TESObjectREFR *a_ref, const float a_radius)StyyxUtil::ActorUtilinlinestatic
GetCurrentLightLevel(const RE::Actor *a_actor)StyyxUtil::ActorUtilinlinestatic
GetCurrentLightLevelPlayer()StyyxUtil::ActorUtilinlinestatic
GetMaxHealth(RE::Actor *a_actor)StyyxUtil::ActorUtilinlinestatic
GetMaxMagicka(RE::Actor *actor)StyyxUtil::ActorUtilinlinestatic
GetMaxStamina(RE::Actor *actor)StyyxUtil::ActorUtilinlinestatic
GetNearbyActors(const RE::TESObjectREFR *a_ref, const float a_radius, const bool a_ignorePlayer)StyyxUtil::ActorUtilinlinestatic
GetNearbyNonPlayerTeammates(const RE::TESObjectREFR *a_ref, const float a_radius)StyyxUtil::ActorUtilinlinestatic
GetPerksFromBaseActor(RE::Actor *a_actor, std::vector< RE::BGSPerk * > &perks)StyyxUtil::ActorUtilinlinestatic
GetPlayerCell()StyyxUtil::ActorUtilinlinestatic
GetPlayerMount()StyyxUtil::ActorUtilinlinestatic
GetWieldingWeapon(RE::Actor *a_actor)StyyxUtil::ActorUtilinlinestatic
HasEffectWithKeywordActive(RE::Actor *a_actor, const std::string_view a_keyword)StyyxUtil::ActorUtilinlinestatic
IsBashing(const RE::Actor *actor)StyyxUtil::ActorUtilinlinestatic
IsDragon(const RE::Actor *a_actor)StyyxUtil::ActorUtilinlinestatic
IsEffectActive(RE::Actor *a_actor, const RE::EffectSetting *a_effect)StyyxUtil::ActorUtilinlinestatic
IsGuardNearby(const RE::TESObjectREFR *a_ref, const float a_radius)StyyxUtil::ActorUtilinlinestatic
IsInOpportunityState(RE::Actor *victim, const RE::Actor *attacker)StyyxUtil::ActorUtilinlinestatic
IsPowerAttacking(const RE::Actor *actor)StyyxUtil::ActorUtilinlinestatic
IsUndead(RE::Actor *a_ref)StyyxUtil::ActorUtilinlinestatic
IsVampire(RE::Actor *a_ref)StyyxUtil::ActorUtilinlinestatic
RemoveItemPlayer(RE::TESBoundObject *item, int count)StyyxUtil::ActorUtilinlinestatic
SetNPCLevel(RE::Actor *actor, uint16_t level)StyyxUtil::ActorUtilinlinestatic
StartsDead(const RE::Actor *actor)StyyxUtil::ActorUtilinlinestatic
TryStagger(RE::Actor *a_target, float a_staggerMult, RE::Actor *a_aggressor)StyyxUtil::ActorUtilinlinestatic