@@ -115,12 +115,12 @@ namespace RE
115115 virtual bool ReloadWeapon (const BGSObjectInstanceT<TESObjectWEAP>& a_weapon, BGSEquipIndex a_equipIndex); // 0EF
116116 virtual std::uint32_t UseAmmo (const BGSObjectInstanceT<TESObjectWEAP>& a_weapon, BGSEquipIndex a_equipIndex, std::uint32_t a_shotCount); // 0F0
117117 virtual bool CalculateCachedOwnerIsInCombatantFaction () const ; // 0F1
118- virtual CombatGroup* GetCombatGroup () const ; // 0F2
118+ virtual CombatGroup* GetCombatGroup () const ; // 0F2
119119 virtual void SetCombatGroup (CombatGroup* a_group); // 0F3
120120 virtual bool CheckValidTarget (TESObjectREFR& a_ref) const ; // 0F4
121121 virtual bool InitiateDialogue (Actor* a_target, PackageLocation* a_packLoc, PackageLocation* a_packSecondLoc); // 0F5
122122 virtual void EndDialogue (); // 0F6
123- virtual Actor* SetUpTalkingActivatorActor (Actor* a_target, Actor*& a_talkingactivator); // 0F7
123+ virtual Actor* SetUpTalkingActivatorActor (Actor* a_target, Actor*& a_talkingactivator); // 0F7
124124 virtual void InitiateFlee (TESObjectREFR* a_fleeRef, bool a_runonce, bool a_knows, bool a_combatMode, TESObjectCELL* a_cell, TESObjectREFR* a_ref, float a_fleeFromDist, float a_fleeToDist); // 0F8
125125 virtual void InitiateGetUpPackage (); // 0F9
126126 virtual void PutCreatedPackage (TESPackage* a_pack, bool a_tempPack, bool a_isACreatedPackage, bool a_allowFromFurniture); // 0FA
@@ -151,7 +151,7 @@ namespace RE
151151 virtual NiPoint3 CalculateLOSLocation (ACTOR_LOS_LOCATION a_location) const ; // 113
152152 virtual void CreateMovementController (); // 114
153153 virtual bool ShouldPivotToFaceCamera () const { return false ; } // 115
154- virtual BGSKeyword* GetSpeakingAnimArchType () { return speakingAnimArchType; } // 116
154+ virtual BGSKeyword* GetSpeakingAnimArchType () { return speakingAnimArchType; } // 116
155155 virtual void KillImpl (Actor* a_attacker, float a_damage, bool a_sendEvent, bool a_ragdollInstant); // 117
156156 virtual void DoReparentWeapon (const TESObjectWEAP* a_weapon, BGSEquipIndex a_equipIndex, bool a_weaponDrawn); // 118
157157 virtual bool DrinkPotion (AlchemyItem* a_potion, std::uint32_t a_stackID); // 119
@@ -493,17 +493,17 @@ namespace RE
493493 float updateTargetTimer; // 2D4
494494 NiPoint3 editorLocCoord; // 2D8
495495 NiPoint3 editorLocRot; // 2E4
496- TESForm* editorLocForm; // 2F0
497- BGSLocation* editorLocation; // 2F8
498- AIProcess* currentProcess; // 300
499- ActorMover* actorMover; // 308
500- BGSKeyword* speakingAnimArchType; // 310
496+ TESForm* editorLocForm; // 2F0
497+ BGSLocation* editorLocation; // 2F8
498+ AIProcess* currentProcess; // 300
499+ ActorMover* actorMover; // 308
500+ BGSKeyword* speakingAnimArchType; // 310
501501 BSTSmartPointer<MovementControllerNPC> movementController; // 318
502- TESPackage* initialPackage; // 320
503- CombatController* combatController; // 328
504- TESFaction* vendorFaction; // 330
502+ TESPackage* initialPackage; // 320
503+ CombatController* combatController; // 328
504+ TESFaction* vendorFaction; // 330
505505 ActorValueStorage avStorage; // 338
506- BGSDialogueBranch* exclusiveBranch; // 370
506+ BGSDialogueBranch* exclusiveBranch; // 370
507507 REX::EnumSet<ACTOR_CRITICAL_STAGE, std::int32_t > criticalStage; // 378
508508 ObjectRefHandle dialogueItemTarget; // 37C
509509 ActorHandle currentCombatTarget; // 380
@@ -519,12 +519,12 @@ namespace RE
519519 std::uint32_t intimidateBribeDayStamp; // 3A8
520520 float equippedWeight; // 3AC
521521 BSTSmallArray<SpellItem*> addedSpells; // 3B0
522- ActorMagicCaster* magicCasters[4 ]; // 3C8
523- MagicItem* selectedSpell[4 ]; // 3E8
524- CastPowerItem* castPowerItems; // 408
525- TESForm* selectedPower; // 410
526- TESRace* race; // 418
527- Perks* perks; // 420
522+ ActorMagicCaster* magicCasters[4 ]; // 3C8
523+ MagicItem* selectedSpell[4 ]; // 3E8
524+ CastPowerItem* castPowerItems; // 408
525+ TESForm* selectedPower; // 410
526+ TESRace* race; // 418
527+ Perks* perks; // 420
528528 BSTSmartPointer<BipedAnim> biped; // 428
529529 BSNonReentrantSpinLock addingToOrRemovingFromScene; // 430
530530 BSReadWriteLock perkArrayLock; // 434
@@ -538,8 +538,8 @@ namespace RE
538538 std::uint32_t lastSeenTime; // 478
539539 float armorRating; // 47C
540540 float armorBaseFactorSum; // 480
541- std::uint32_t visFlags : 4 ; // 484:00
542- std::int8_t raceSwitchPending : 1 ; // 488:0
541+ std::uint32_t visFlags: 4 ; // 484:00
542+ std::int8_t raceSwitchPending: 1 ; // 488:0
543543 std::int8_t soundCallBackSet; // 489
544544 bool trespassing; // 48A
545545 };
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