Struct ACTOR_RUNTIME_DATA

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pub struct ACTOR_RUNTIME_DATA {
Show 59 fields pub boolBits: BOOL_BITS, pub updateTargetTimer: f32, pub criticalStage: ACTOR_CRITICAL_STAGE_CEnum, pub pad0EC: u32, pub currentProcess: *mut AIProcess, pub dialogueItemTarget: ObjectRefHandle, pub currentCombatTarget: ActorHandle, pub myKiller: ActorHandle, pub checkMyDeadBodyTimer: f32, pub voiceTimer: f32, pub underWaterTimer: f32, pub thiefCrimeStamp: i32, pub actionValue: i32, pub timerOnAction: f32, pub unk11C: u32, pub editorLocCoord: NiPoint3, pub editorLocRot: f32, pub editorLocForm: *mut TESForm, pub editorLocation: *mut BGSLocation, pub actorMover: *mut ActorMover, pub movementController: BSTSmartPointer<MovementControllerNPC>, pub unk150: *mut TESPackage, pub combatController: *mut CombatController, pub vendorFaction: *mut TESFaction, pub calculateVendorFactionTimer: AITimeStamp, pub emotionType: EmotionType, pub emotionValue: u32, pub unk174: u32, pub unk178: u32, pub intimidateBribeDayStamp: u32, pub unk180: u64, pub addedSpells: BSTSmallArray<*mut SpellItem>, pub magicCasters: [*mut ActorMagicCaster; 4], pub selectedSpells: [*mut MagicItem; 4], pub selectedPower: *mut TESForm, pub unk1E8: u32, pub pad1EC: u32, pub race: *mut TESRace, pub equippedWeight: f32, pub boolFlags: BOOL_FLAGS, pub avStorage: ActorValueStorage, pub exclusiveBranch: *mut BGSDialogueBranch, pub healthModifiers: Modifiers, pub magickaModifiers: Modifiers, pub staminaModifiers: Modifiers, pub voicePointsModifiers: Modifiers, pub lastUpdate: f32, pub lastSeenTime: u32, pub biped: BSTSmartPointer<BipedAnim>, pub armorRating: f32, pub armorBaseFactorSum: f32, pub soundCallBackSet: i8, pub unk271: u8, pub unk272: u8, pub unk273: u8, pub unk274: u32, pub unk278: u64, pub unk280: u64, pub unk288: CRITICAL_SECTION,
}

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§boolBits: BOOL_BITS§updateTargetTimer: f32§criticalStage: ACTOR_CRITICAL_STAGE_CEnum§pad0EC: u32§currentProcess: *mut AIProcess§dialogueItemTarget: ObjectRefHandle§currentCombatTarget: ActorHandle§myKiller: ActorHandle§checkMyDeadBodyTimer: f32§voiceTimer: f32§underWaterTimer: f32§thiefCrimeStamp: i32§actionValue: i32§timerOnAction: f32§unk11C: u32§editorLocCoord: NiPoint3§editorLocRot: f32§editorLocForm: *mut TESForm§editorLocation: *mut BGSLocation§actorMover: *mut ActorMover§movementController: BSTSmartPointer<MovementControllerNPC>§unk150: *mut TESPackage§combatController: *mut CombatController§vendorFaction: *mut TESFaction§calculateVendorFactionTimer: AITimeStamp§emotionType: EmotionType§emotionValue: u32§unk174: u32§unk178: u32§intimidateBribeDayStamp: u32§unk180: u64§addedSpells: BSTSmallArray<*mut SpellItem>§magicCasters: [*mut ActorMagicCaster; 4]§selectedSpells: [*mut MagicItem; 4]§selectedPower: *mut TESForm§unk1E8: u32§pad1EC: u32§race: *mut TESRace§equippedWeight: f32§boolFlags: BOOL_FLAGS§avStorage: ActorValueStorage§exclusiveBranch: *mut BGSDialogueBranch§healthModifiers: Modifiers§magickaModifiers: Modifiers§staminaModifiers: Modifiers§voicePointsModifiers: Modifiers§lastUpdate: f32§lastSeenTime: u32§biped: BSTSmartPointer<BipedAnim>§armorRating: f32§armorBaseFactorSum: f32§soundCallBackSet: i8§unk271: u8§unk272: u8§unk273: u8§unk274: u32§unk278: u64§unk280: u64§unk288: CRITICAL_SECTION

Trait Implementations§

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impl Clone for ACTOR_RUNTIME_DATA

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fn clone(&self) -> ACTOR_RUNTIME_DATA

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ACTOR_RUNTIME_DATA

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for ACTOR_RUNTIME_DATA

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fn eq(&self, other: &ACTOR_RUNTIME_DATA) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for ACTOR_RUNTIME_DATA

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unsafe fn clone_to_uninit(&self, dst: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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