Struct PlayerCharacter

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#[repr(C)]
pub struct PlayerCharacter { pub __base: Character, pub __base1: BSTEventSource<BGSActorCellEvent>, pub __base2: BSTEventSource<BGSActorDeathEvent>, pub __base3: BSTEventSource<PositionPlayerEvent>, pub __base4: BSTEventSink<MenuOpenCloseEvent>, pub __base5: BSTEventSink<MenuModeChangeEvent>, pub __base6: BSTEventSink<UserEventEnabledEvent>, pub __base7: BSTEventSink<TESTrackedStatsEvent>, }

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§__base: Character§__base1: BSTEventSource<BGSActorCellEvent>§__base2: BSTEventSource<BGSActorDeathEvent>§__base3: BSTEventSource<PositionPlayerEvent>§__base4: BSTEventSink<MenuOpenCloseEvent>§__base5: BSTEventSink<MenuModeChangeEvent>§__base6: BSTEventSink<UserEventEnabledEvent>§__base7: BSTEventSink<TESTrackedStatsEvent>

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impl PlayerCharacter

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pub const RTTI: VariantID = RTTI_PlayerCharacter

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pub const VTABLE: [VariantID; 17] = VTABLE_PlayerCharacter

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pub const FORM_TYPE: FormType = FormType::ActorCharacter

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pub fn get_singleton() -> Option<&'static PlayerCharacter>

Returns the singleton instance of Self.

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pub unsafe fn get_singleton_mut() -> Option<&'static mut PlayerCharacter>

Returns the singleton instance of Self.

§Safety

When it is known whether this is mutable or not. (The author does not know if it is safe.)

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pub fn is_god_mode() -> bool

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pub fn activate_pick_ref(&mut self)

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pub fn activate_pick_ref_vr(&mut self, device: VR_DEVICE)

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pub fn add_player_add_item_event( &mut self, object: TESObject, owner: *mut TESForm, container: *mut TESObjectREFR, type_: ACQUIRE_TYPE, )

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pub fn attempt_pickpocket( &mut self, container_ref: *mut TESObjectREFR, entry: *mut InventoryEntryData, number: i32, from_container: bool, ) -> bool

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pub fn check_cast( &mut self, spell: MagicItem, effect: Effect, reason: CannotCastReason, ) -> bool

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pub fn destroy_mouse_springs(&mut self)

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pub fn center_on_cell_impl( &mut self, cell_name: Option<&str>, cell: Option<TESObjectCELL>, ) -> bool

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pub fn add_skill_experience(&mut self, skill: ActorValue, experience: f32)

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pub fn set_ai_driven(&mut self, enable: bool)

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pub fn set_escaping(&mut self, flag: bool, escaped: bool)

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pub fn start_grab_object(&mut self, device: VR_DEVICE)

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pub fn update_crosshairs(&mut self)

Trait Implementations§

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impl Debug for PlayerCharacter

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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 RefCountable for PlayerCharacter

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fn inc_ref_count(&self)

Increment ref count
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fn dec_ref_count(&mut self)

Decrement ref count

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impl<T> Any for T
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fn borrow(&self) -> &T

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impl<T> BorrowMut<T> for T
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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
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Calls U::from(self).

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type Output = T

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type Error = <U as TryFrom<T>>::Error

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

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