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RE WeaponEnchantmentController
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cmake/sourcelist.cmake

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include/RE/V/VirtualMachine.h
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include/RE/V/VoiceSpellFireHandler.h
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include/RE/W/WeaponAnimationGraphManagerHolder.h
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include/RE/W/WeaponEnchantmentController.h
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include/RE/W/WeatherType.h
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include/RE/W/WerewolfEffect.h
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include/RE/W/WerewolfFeedEffect.h
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#pragma once
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#include "RE/N/NiSmartPointer.h"
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namespace RE
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{
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class Actor;
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class ActorMagicCaster;
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class TESObjectWEAP;
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class WeaponEnchantmentController : public ReferenceEffectController
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{
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public:
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inline static constexpr auto RTTI = RTTI_WeaponEnchantmentController;
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inline static constexpr auto VTABLE = VTABLE_WeaponEnchantmentController;
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virtual ~WeaponEnchantmentController() = default; // 00
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// override
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RE::TESObjectREFR* GetTargetReference() override; // 0B
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RE::BGSArtObject* GetHitEffectArt() override; // 0C
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RE::TESEffectShader* GetHitEffectShader() override; // 0D
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bool GetManagerHandlesSaveLoad() override; // 0E
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RE::NiAVObject* GetAttachRoot() override; // 0F
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float GetParticleAttachExtent() override; // 10
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bool GetUseParticleAttachExtent() override; // 11
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bool GetDoParticles() override; // 12
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bool GetParticlesUseLocalSpace() override; // 13
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bool GetUseRootWorldRotate() override; // 14
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bool GetIsRootActor() override; // 15
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bool GetShaderUseParentCell() override; // 19
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bool GetAllowTargetRoot() override; // 2C
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bool IsReadyForAttach() override; // 1D
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// members
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ActorMagicCaster* caster; // 08
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Actor* target; // 10
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TESEffectShader* shader; // 18
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BGSArtObject* art; // 20
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NiPointer<NiAVObject> attachRoot; // 28
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TESObjectWEAP* lastWeapon; // 30
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bool firstPerson; // 38
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std::uint8_t pad39; // 39
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std::uint16_t pad3A; // 3A
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std::uint32_t pad3C; // 3C
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};
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static_assert(sizeof(WeaponEnchantmentController) == 0x40);
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}

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