11#pragma once
22
3+ #include " RE/A/AITimer.h"
4+ #include " RE/A/ActorPackage.h"
5+ #include " RE/B/BGSEquipIndex.h"
6+ #include " RE/B/BGSObjectInstance.h"
7+ #include " RE/B/BSPointerHandle.h"
8+ #include " RE/B/BSSimpleList.h"
9+ #include " RE/D/DEFAULT_OBJECT.h"
10+ #include " RE/N/NiPoint.h"
11+
312namespace RE
413{
14+ enum class COMMAND_TYPE ;
15+ enum class DIALOGUE_SUBTYPE ;
16+ enum class DIALOGUE_TYPE ;
17+ enum class WEAPON_CULL_TYPE ;
18+
19+ class CachedValues ;
20+ class HighProcessData ;
21+ class MiddleHighProcessData ;
22+ class MiddleLowProcessData ;
23+ class ObjectstoAcquire ;
24+
525 class AIProcess
626 {
727 public:
828 [[nodiscard]] TESAmmo* GetCurrentAmmo (BGSEquipIndex a_equipIndex) const
929 {
1030 using func_t = decltype (&AIProcess::GetCurrentAmmo);
11- static REL::Relocation<func_t > func{ REL::ID ( 2232300 ) };
31+ static REL::Relocation<func_t > func{ ID::AIProcess::GetCurrentAmmo };
1232 return func (this , a_equipIndex);
1333 }
1434
1535 COMMAND_TYPE GetCommandType ()
1636 {
1737 using func_t = decltype (&AIProcess::GetCommandType);
18- static REL::Relocation<func_t > func{ REL::ID ( 2231825 ) };
38+ static REL::Relocation<func_t > func{ ID::AIProcess::GetCommandType };
1939 return func (this );
2040 }
2141
2242 [[nodiscard]] ObjectRefHandle GetOccupiedFurniture ()
2343 {
2444 using func_t = decltype (&AIProcess::GetOccupiedFurniture);
25- static REL::Relocation<func_t > func{ REL::ID ( 2232401 ) };
45+ static REL::Relocation<func_t > func{ ID::AIProcess::GetOccupiedFurniture };
2646 return func (this );
2747 }
2848
2949 bool IsWeaponSubgraphFinishedLoading (const Actor& a_actor)
3050 {
3151 using func_t = decltype (&AIProcess::IsWeaponSubgraphFinishedLoading);
32- static REL::Relocation<func_t > func{ REL::ID ( 2231757 ) };
52+ static REL::Relocation<func_t > func{ ID::AIProcess::IsWeaponSubgraphFinishedLoading };
3353 return func (this , a_actor);
3454 }
3555
3656 void KnockExplosion (Actor* a_actor, const NiPoint3& a_location, float a_magnitude)
3757 {
3858 using func_t = decltype (&AIProcess::KnockExplosion);
39- static REL::Relocation<func_t > func{ REL::ID ( 2232384 ) };
59+ static REL::Relocation<func_t > func{ ID::AIProcess::KnockExplosion };
4060 return func (this , a_actor, a_location, a_magnitude);
4161 }
4262
@@ -48,63 +68,63 @@ namespace RE
4868 bool ProcessGreet (Actor* a_actor, DIALOGUE_TYPE a_type, DIALOGUE_SUBTYPE a_subType, TESObjectREFR* a_target, BGSDialogueBranch* a_branch, bool a_forceSub, bool a_stop, bool a_que, bool a_sayCallback)
4969 {
5070 using func_t = decltype (&AIProcess::ProcessGreet);
51- static REL::Relocation<func_t > func{ REL::ID ( 2231808 ) };
71+ static REL::Relocation<func_t > func{ ID::AIProcess::ProcessGreet };
5272 return func (this , a_actor, a_type, a_subType, a_target, a_branch, a_forceSub, a_stop, a_que, a_sayCallback);
5373 }
5474
5575 bool RequestLoadAnimationsForWeaponChange (Actor& a_actor)
5676 {
5777 using func_t = decltype (&AIProcess::RequestLoadAnimationsForWeaponChange);
58- static REL::Relocation<func_t > func{ REL::ID ( 2231758 ) };
78+ static REL::Relocation<func_t > func{ ID::AIProcess::RequestLoadAnimationsForWeaponChange };
5979 return func (this , a_actor);
6080 }
6181
6282 void SetActorsDetectionEvent (Actor* a_actor, const NiPoint3& a_location, std::int32_t a_soundLevel, TESObjectREFR* a_refr)
6383 {
6484 using func_t = decltype (&AIProcess::SetActorsDetectionEvent);
65- static REL::Relocation<func_t > func{ REL::ID ( 2231738 ) };
85+ static REL::Relocation<func_t > func{ ID::AIProcess::SetActorsDetectionEvent };
6686 return func (this , a_actor, a_location, a_soundLevel, a_refr);
6787 }
6888
6989 void SetCurrentAmmo (BGSEquipIndex a_equipIndex, TESAmmo* a_ammo)
7090 {
7191 using func_t = decltype (&AIProcess::SetCurrentAmmo);
72- static REL::Relocation<func_t > func{ REL::ID ( 2232302 ) };
92+ static REL::Relocation<func_t > func{ ID::AIProcess::SetCurrentAmmo };
7393 return func (this , a_equipIndex, a_ammo);
7494 }
7595
7696 void SetCommandType (COMMAND_TYPE a_type)
7797 {
7898 using func_t = decltype (&AIProcess::SetCommandType);
79- static REL::Relocation<func_t > func{ REL::ID ( 2231826 ) };
99+ static REL::Relocation<func_t > func{ ID::AIProcess::SetCommandType };
80100 return func (this , a_type);
81101 }
82102
83103 void SetEquippedItem (Actor* a_actor, const BGSObjectInstance& a_instance, const BGSEquipSlot* a_slot)
84104 {
85105 using func_t = decltype (&AIProcess::SetEquippedItem);
86- static REL::Relocation<func_t > func{ REL::ID ( 1200276 ) };
106+ static REL::Relocation<func_t > func{ ID::AIProcess::SetEquippedItem };
87107 return func (this , a_actor, a_instance, a_slot);
88108 }
89109
90- bool SetupSpecialIdle (Actor& a_actor, RE:: DEFAULT_OBJECT a_defaultObject, TESIdleForm* a_idle, bool a_testConditions, TESObjectREFR* a_targetOverride)
110+ bool SetupSpecialIdle (Actor& a_actor, DEFAULT_OBJECT a_defaultObject, TESIdleForm* a_idle, bool a_testConditions, TESObjectREFR* a_targetOverride)
91111 {
92112 using func_t = decltype (&AIProcess::SetupSpecialIdle);
93- static REL::Relocation<func_t > func{ REL::ID ( 2231704 ) };
113+ static REL::Relocation<func_t > func{ ID::AIProcess::SetupSpecialIdle };
94114 return func (this , a_actor, a_defaultObject, a_idle, a_testConditions, a_targetOverride);
95115 }
96116
97117 bool SetWeaponBonesCulled (const Actor& a_actor, bool a_stateToSet, WEAPON_CULL_TYPE a_weaponCullType)
98118 {
99119 using func_t = decltype (&AIProcess::SetWeaponBonesCulled);
100- static REL::Relocation<func_t > func{ REL::ID ( 2232535 ) };
120+ static REL::Relocation<func_t > func{ ID::AIProcess::SetWeaponBonesCulled };
101121 return func (this , a_actor, a_stateToSet, a_weaponCullType);
102122 }
103123
104124 void StopCurrentIdle (Actor* a_actor, bool a_instant, bool a_killFlavor)
105125 {
106126 using func_t = decltype (&AIProcess::StopCurrentIdle);
107- static REL::Relocation<func_t > func{ REL::ID ( 2231705 ) };
127+ static REL::Relocation<func_t > func{ ID::AIProcess::StopCurrentIdle };
108128 return func (this , a_actor, a_instant, a_killFlavor);
109129 }
110130
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