Struct MiddleHighProcessData

Source
#[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

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impl Debug for MiddleHighProcessData

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

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