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styyx-util 1.0
Utility Header for SKSE Plugin development
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#include <st-actor.h>
Static Public Member Functions | |
| static void | GetPerksFromBaseActor (RE::Actor *a_actor, std::vector< RE::BGSPerk * > &perks) |
| Fills a vector<RE::BGSPerk*> reference with all the perks an actor inherits from the actor base. | |
| static bool | ActorHasEquippedHeavyArmor (RE::Actor *actor) |
| Check if an actor has any heavy armor equipped. It returning false does not mean the actor has light armor equipped. | |
| static bool | ActorHasEquippedLightArmor (const RE::Actor *actor) |
| Check if an actor has any light armor equipped. It returning false does not mean the actor has heavy armor equipped. | |
| static bool | IsInOpportunityState (RE::Actor *victim, const RE::Actor *attacker) |
| Very specific function used to see if an Actor is in a state an attack of opportunity should be possible. | |
| static bool | ActorHasQuestObjectInHand (RE::Actor *actor) |
| Check if actor has Quest item as weapon. | |
| static bool | IsVampire (RE::Actor *a_ref) |
| Check if actor is vampire. | |
| static bool | IsUndead (RE::Actor *a_ref) |
| Check if actor is undead. | |
| static bool | IsDragon (const RE::Actor *a_actor) |
| Check if actor is a dragon. | |
| static RE::TESObjectCELL * | GetPlayerCell () |
| Get the current cell the player is in. | |
| static float | GetCurrentLightLevel (const RE::Actor *a_actor) |
| Get the current light level the actor is standing in. | |
| static float | GetCurrentLightLevelPlayer () |
| Get the light level the player is standing in. | |
| static void | TryStagger (RE::Actor *a_target, float a_staggerMult, RE::Actor *a_aggressor) |
| Try to stagger a target. | |
| static bool | StartsDead (const RE::Actor *actor) |
| Check if actor is supposed to spawn dead. | |
| static float | GetMaxHealth (RE::Actor *a_actor) |
| Get maximum Health of an actor. | |
| static float | GetMaxStamina (RE::Actor *actor) |
| Get maximum Stamina of an actor. | |
| static float | GetMaxMagicka (RE::Actor *actor) |
| Get maximum Magicka of an actor. | |
| static void | FullyHealActor (RE::Actor *a_actor) |
| Fully heals all 3 attributes of an actor. | |
| static bool | ActorHasEffectOfTypeActive (RE::Actor *a_actor, RE::EffectArchetypes::ArchetypeID a_type) |
| Check if actor has an effect of a specific type active. | |
| static bool | HasEffectWithKeywordActive (RE::Actor *a_actor, const std::string_view a_keyword) |
| Check if an actor has an effect active with a specific keyword. | |
| static bool | IsEffectActive (RE::Actor *a_actor, const RE::EffectSetting *a_effect) |
| Check if an actor has a specific effect active. | |
| static void | AddItem (RE::Actor *a_actor, RE::TESBoundObject *a_item, RE::ExtraDataList *a_extraList, int a_count, RE::TESObjectREFR *a_fromRefr) |
| Add item to actor. | |
| static void | AddItemPlayer (RE::TESBoundObject *a_item, const int a_count) |
| Helper function to add an item to the player. | |
| static int | RemoveItemPlayer (RE::TESBoundObject *item, int count) |
| Remove item from the player. | |
| static bool | ActorHasItem (RE::Actor *actor, RE::TESBoundObject *item) |
| Check if actor has the specified item in the inventory. | |
| static RE::TESObjectWEAP * | GetWieldingWeapon (RE::Actor *a_actor) |
| Get the weapon a character is currently wielding. | |
| static RE::Actor * | GetPlayerMount () |
| Get the player mount. | |
| static bool | IsPowerAttacking (const RE::Actor *actor) |
| Check if an actor is power attacking. | |
| static bool | IsBashing (const RE::Actor *actor) |
| Check if an actor is shield bashing. | |
| static std::vector< RE::Actor * > | GetNearbyActors (const RE::TESObjectREFR *a_ref, const float a_radius, const bool a_ignorePlayer) |
| Get all nearby actors. | |
| static std::vector< RE::Actor * > | GetNearbyNonPlayerTeammates (const RE::TESObjectREFR *a_ref, const float a_radius) |
| Search all non-teammates within a certain radius. | |
| static bool | IsGuardNearby (const RE::TESObjectREFR *a_ref, const float a_radius) |
| Check if any actor within a certain radius is a guard. | |
| static RE::Actor * | GetClosestActor (const RE::TESObjectREFR *a_ref, const float a_radius) |
| Get the closest actor within a radius. | |
| static RE::Actor * | GetClosestNonPlayerTeammate (const RE::TESObjectREFR *a_ref, const float a_radius) |
| Get the closest non-player teammate within a radius of a reference. | |
| static void | SetNPCLevel (RE::Actor *actor, uint16_t level) |
| Runs the console command SetLevel to set an actor's level to the amount. | |
| static float | GetActorValuePercentage (RE::Actor *a_actor, RE::ActorValue a_av) |
| Get the actor value percentage of an actor. | |
Static Private Member Functions | |
| static RE::Actor * | GetClosestFromVector (const RE::TESObjectREFR *a_ref, const std::vector< RE::Actor * > &actors) |
| Helper function to get the closest actor from a vector. | |
|
inlinestatic |
Check if actor has an effect of a specific type active.
| a_actor | The actor to check |
| a_type | The Effect archetype needed |

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inlinestatic |
Check if an actor has any heavy armor equipped. It returning false does not mean the actor has light armor equipped.
| actor | Actor to check |
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inlinestatic |
Check if an actor has any light armor equipped. It returning false does not mean the actor has heavy armor equipped.
| actor | Actor to check |
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inlinestatic |
Check if actor has the specified item in the inventory.
| actor | The actor to check |
| item | The item to look for |
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inlinestatic |
Check if actor has Quest item as weapon.
| actor | The actor to check the equipped item of |
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inlinestatic |
Add item to actor.
| a_actor | The actor to add the item to |
| a_item | The item to add |
| a_extraList | The extra data to add |
| a_count | The amount to add |
| a_fromRefr | The reference the item is coming from |


|
inlinestatic |
Helper function to add an item to the player.
| a_item | The item to add to the player |
| a_count | The amount to add |

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inlinestatic |
Fully heals all 3 attributes of an actor.
| a_actor | The actor to heal |

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inlinestatic |
Get the actor value percentage of an actor.
| a_actor | The actor to get the value from |
| a_av | The Actor Value to get |


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inlinestatic |
Get the closest actor within a radius.
| a_ref | The reference to get the closest actor to |
| a_radius | The radius in which the closest actor gets searched |

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inlinestaticprivate |
Helper function to get the closest actor from a vector.
| a_ref | The reference to check |
| actors | A vector with Actors |

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inlinestatic |
Get the closest non-player teammate within a radius of a reference.
| a_ref | The ref to check the closest non-teammate of |
| a_radius | The radius to check within |

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inlinestatic |
Get the current light level the actor is standing in.
| a_actor | The actor to check |

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inlinestatic |
Get the light level the player is standing in.

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inlinestatic |
Get maximum Health of an actor.
| a_actor | The actor to check |

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inlinestatic |
Get maximum Magicka of an actor.
| actor | The actor to check |

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inlinestatic |
Get maximum Stamina of an actor.
| actor | The actor to check |

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inlinestatic |
Get all nearby actors.
| a_ref | The reference to check nearby |
| a_radius | The radius to search for actors |
| a_ignorePlayer | Ignore the player as actor |

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inlinestatic |
Search all non-teammates within a certain radius.
| a_ref | The reference to search nearby actors for |
| a_radius | The radius within actors are searched for |


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inlinestatic |
Fills a vector<RE::BGSPerk*> reference with all the perks an actor inherits from the actor base.
| a_actor | Actor which the perks are gotten from |
| perks | vector reference all the perks are added to |
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inlinestatic |
Get the current cell the player is in.
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inlinestatic |
Get the player mount.
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inlinestatic |
Get the weapon a character is currently wielding.
| a_actor | The actor to check |
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inlinestatic |
Check if an actor has an effect active with a specific keyword.
| a_actor | The actor to check |
| a_keyword | The keyword an effect should have |
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inlinestatic |
Check if an actor is shield bashing.
| actor | The actor to check |
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inlinestatic |
Check if actor is a dragon.
| a_actor | The actor to check |
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inlinestatic |
Check if an actor has a specific effect active.
| a_actor | The actor to check |
| a_effect | The effect to check for |
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inlinestatic |
Check if any actor within a certain radius is a guard.
| a_ref | The reference to check |
| a_radius | The radius to search a guard in |

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inlinestatic |
Very specific function used to see if an Actor is in a state an attack of opportunity should be possible.
| victim | The actor being attacked |
| attacker | The attacking Actor |

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inlinestatic |
Check if an actor is power attacking.
| actor | The actor to check |

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inlinestatic |
Check if actor is undead.
| a_ref | Actor to check |
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inlinestatic |
Check if actor is vampire.
| a_ref | Actor to check |
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inlinestatic |
Remove item from the player.
| item | The item to remove |
| count | The amount ot remove |


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inlinestatic |
Runs the console command SetLevel to set an actor's level to the amount.
| actor | The actor to set the level of |
| level | The level the actor gets set to |

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inlinestatic |
Check if actor is supposed to spawn dead.
| actor | The Actor to check |
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inlinestatic |
Try to stagger a target.
| a_target | The target to stagger |
| a_staggerMult | The stagger multiplier |
| a_aggressor | The attacker |

