#[repr(C)]pub struct MiddleHighProcessData {Show 123 fields
pub unk000: BSTEventSource<*mut c_void>,
pub runOncePackage: ActorPackage,
pub deadDetectList: BSTArray<ActorHandle>,
pub refListChairBed: BSSimpleList<*mut TESObjectREFR>,
pub rotation: NiPoint3,
pub rotationSpeed: NiPoint3,
pub actorMountPosition: NiPoint3,
pub furniturePathPoint: NiPoint3,
pub lastSeenPosition: NiPoint3,
pub bleedoutAttacker: u32,
pub wardState: WardState,
pub pad0F4: u32,
pub animResponse: BSTSmartPointer<AnimResponse>,
pub commandedActors: BSTArray<CommandedActorData>,
pub damageRootNode: [*mut NiNode; 6],
pub unk148: *mut NiAVObject,
pub weaponBone: *mut NiNode,
pub headNode: *mut NiAVObject,
pub torsoNode: *mut NiAVObject,
pub faceTargetSourceNode: *mut NiAVObject,
pub faceNodeSkinned: *mut BSFaceGenNiNode,
pub lightingProperty: NiPointer<BSLightingShaderProperty>,
pub unk180: u64,
pub itemstoEquipUnequip: *mut QueuedItem,
pub lastHitData: *mut HitData,
pub headDeferredHideLimb: *mut DeferredHideLimb,
pub activeEffects: *mut BSSimpleList<*mut ActiveEffect>,
pub animationGraphManager: BSTSmartPointer<BSAnimationGraphManager>,
pub animationVariableCache: *mut BSAnimationGraphVariableCache,
pub unk1B8: BSTArray<*mut c_void>,
pub unk1D0: BSTArray<*mut c_void>,
pub unk1E8: BSSpinLock,
pub unk1F0: *mut c_void,
pub unk1F8: u16,
pub unk1FA: u16,
pub unk1FC: u32,
pub unk200: u32,
pub headHeightOffset: f32,
pub occupiedFurniture: ObjectRefHandle,
pub unk20C: u32,
pub unk210: *mut TESIdleForm,
pub commandingActor: ActorHandle,
pub pad21C: u32,
pub leftHand: *mut InventoryEntryData,
pub furnitureIdle: *mut TESIdleForm,
pub unk230: *mut c_void,
pub faceAnimationData: *mut BSFaceGenAnimationData,
pub currentPackageSpell: *mut MagicItem,
pub unk248: u64,
pub charController: NiPointer<bhkCharacterController>,
pub penetrationDetectUtil: BSTSmartPointer<bhkRagdollPenetrationUtil>,
pub rightHand: *mut InventoryEntryData,
pub bothHands: *mut InventoryEntryData,
pub bodyPartPreload: NiPointer<QueuedFile>,
pub unk278: NiPointer<BSCloneReserver>,
pub lastIdlePlayed: *mut TESIdleForm,
pub perkData: *mut AIPerkData,
pub unk290: u32,
pub currentFurnitureSubgraphID: u32,
pub unk298: f32,
pub unk29C: f32,
pub unk2A0: f32,
pub unk2A4: f32,
pub currentMovementSpeed: f32,
pub unk2AC: f32,
pub unk2B0: f32,
pub bleedoutRate: f32,
pub unk2B8: f32,
pub maximumWardPower: f32,
pub unk2C0: f32,
pub torchEvaluationTimer: f32,
pub alphaMult: f32,
pub scriptRefractPower: f32,
pub unk2D0: f32,
pub deferredKillTimer: f32,
pub killMoveTimer: f32,
pub unk2DC: f32,
pub unk2E0: u32,
pub unk2E4: u32,
pub currentFurnitureMarkerID: u32,
pub unk2EC: u32,
pub unk2F0: u64,
pub unk2F8: u32,
pub unk2FC: u32,
pub unk300: u32,
pub unk304: u16,
pub unk306: u16,
pub unk308: u64,
pub unk310: u8,
pub update3DModel: RESET_3D_FLAGS,
pub unk312: u16,
pub unk314: u16,
pub unk316: bool,
pub unk317: bool,
pub unk318: bool,
pub unk319: bool,
pub unk31A: bool,
pub pickPocketed: bool,
pub summonedCreature: bool,
pub forceNextUpdate: bool,
pub unk31E: bool,
pub unk31F: bool,
pub unk320: bool,
pub unk321: bool,
pub beenAttacked: bool,
pub alwaysHit: bool,
pub doNoDamage: bool,
pub soulTrapped: bool,
pub unk326: bool,
pub unk327: bool,
pub unk328: bool,
pub preventCombat: bool,
pub unk32A: bool,
pub isFleeing: bool,
pub unk32C: bool,
pub hostileGuard: bool,
pub unk32E: bool,
pub unk32F: bool,
pub unk330: bool,
pub killQueued: bool,
pub inDeferredKill: bool,
pub pad333: bool,
pub pad334: u32,
}
Fields§
§unk000: BSTEventSource<*mut c_void>
§runOncePackage: ActorPackage
§deadDetectList: BSTArray<ActorHandle>
§refListChairBed: BSSimpleList<*mut TESObjectREFR>
§rotation: NiPoint3
§rotationSpeed: NiPoint3
§actorMountPosition: NiPoint3
§furniturePathPoint: NiPoint3
§lastSeenPosition: NiPoint3
§bleedoutAttacker: u32
§wardState: WardState
§pad0F4: u32
§animResponse: BSTSmartPointer<AnimResponse>
§commandedActors: BSTArray<CommandedActorData>
§damageRootNode: [*mut NiNode; 6]
§unk148: *mut NiAVObject
§weaponBone: *mut NiNode
§headNode: *mut NiAVObject
§torsoNode: *mut NiAVObject
§faceTargetSourceNode: *mut NiAVObject
§faceNodeSkinned: *mut BSFaceGenNiNode
§lightingProperty: NiPointer<BSLightingShaderProperty>
§unk180: u64
§itemstoEquipUnequip: *mut QueuedItem
§lastHitData: *mut HitData
§headDeferredHideLimb: *mut DeferredHideLimb
§activeEffects: *mut BSSimpleList<*mut ActiveEffect>
§animationGraphManager: BSTSmartPointer<BSAnimationGraphManager>
§animationVariableCache: *mut BSAnimationGraphVariableCache
§unk1B8: BSTArray<*mut c_void>
§unk1D0: BSTArray<*mut c_void>
§unk1E8: BSSpinLock
§unk1F0: *mut c_void
§unk1F8: u16
§unk1FA: u16
§unk1FC: u32
§unk200: u32
§headHeightOffset: f32
§occupiedFurniture: ObjectRefHandle
§unk20C: u32
§unk210: *mut TESIdleForm
§commandingActor: ActorHandle
§pad21C: u32
§leftHand: *mut InventoryEntryData
§furnitureIdle: *mut TESIdleForm
§unk230: *mut c_void
§faceAnimationData: *mut BSFaceGenAnimationData
§currentPackageSpell: *mut MagicItem
§unk248: u64
§charController: NiPointer<bhkCharacterController>
§penetrationDetectUtil: BSTSmartPointer<bhkRagdollPenetrationUtil>
§rightHand: *mut InventoryEntryData
§bothHands: *mut InventoryEntryData
§bodyPartPreload: NiPointer<QueuedFile>
§unk278: NiPointer<BSCloneReserver>
§lastIdlePlayed: *mut TESIdleForm
§perkData: *mut AIPerkData
§unk290: u32
§currentFurnitureSubgraphID: u32
§unk298: f32
§unk29C: f32
§unk2A0: f32
§unk2A4: f32
§currentMovementSpeed: f32
§unk2AC: f32
§unk2B0: f32
§bleedoutRate: f32
§unk2B8: f32
§maximumWardPower: f32
§unk2C0: f32
§torchEvaluationTimer: f32
§alphaMult: f32
§scriptRefractPower: f32
§unk2D0: f32
§deferredKillTimer: f32
§killMoveTimer: f32
§unk2DC: f32
§unk2E0: u32
§unk2E4: u32
§currentFurnitureMarkerID: u32
§unk2EC: u32
§unk2F0: u64
§unk2F8: u32
§unk2FC: u32
§unk300: u32
§unk304: u16
§unk306: u16
§unk308: u64
§unk310: u8
§update3DModel: RESET_3D_FLAGS
§unk312: u16
§unk314: u16
§unk316: bool
§unk317: bool
§unk318: bool
§unk319: bool
§unk31A: bool
§pickPocketed: bool
§summonedCreature: bool
§forceNextUpdate: bool
§unk31E: bool
§unk31F: bool
§unk320: bool
§unk321: bool
§beenAttacked: bool
§alwaysHit: bool
§doNoDamage: bool
§soulTrapped: bool
§unk326: bool
§unk327: bool
§unk328: bool
§preventCombat: bool
§unk32A: bool
§isFleeing: bool
§unk32C: bool
§hostileGuard: bool
§unk32E: bool
§unk32F: bool
§unk330: bool
§killQueued: bool
§inDeferredKill: bool
§pad333: bool
§pad334: u32
Trait Implementations§
Auto Trait Implementations§
impl !Freeze for MiddleHighProcessData
impl RefUnwindSafe for MiddleHighProcessData
impl !Send for MiddleHighProcessData
impl !Sync for MiddleHighProcessData
impl Unpin for MiddleHighProcessData
impl UnwindSafe for MiddleHighProcessData
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more