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Controls.h
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Controls.h
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#pragma once
#include "skse64/GameInput.h"
namespace Tralala
{
extern uintptr_t g_playerControlsAddr;
extern uintptr_t g_menuControlsAddr;
void ControlsGetAddresses();
// 90
class MenuControls
{
public:
virtual ~MenuControls();
virtual UInt32 Unk_01();
// void ** _vtbl; // 00
BSTEventSink<MenuModeChangeEvent> menuModeEventSink; // 08
UInt64 unk10; // 10
tArray<void*> arr18; // 18
UInt64 unk30[3]; // 30
MenuEventHandler* clickHandler; // 48
MenuEventHandler* directionHandler; // 50
MenuEventHandler* consoleOpenHandler; // 58
MenuEventHandler* quickSaveLoadHandler; // 60
MenuEventHandler* menuOpenHandler; // 68
MenuEventHandler* favoritesHandler; // 70
MenuEventHandler* screenshotHandler; // 78
UInt8 unk80; // 80
bool beastForm; // 81
bool remapMode; // 82
UInt8 unk83; // 83
UInt8 pad84[0x90 - 0x84]; // 84
static MenuControls * GetSingleton();
};
STATIC_ASSERT(offsetof(MenuControls, remapMode) == 0x082);
// 1E0
class PlayerControls
{
public:
virtual ~PlayerControls();
virtual UInt32 Unk_01();
struct Data024
{
NiPoint2 unk024; // 024
NiPoint2 unk02C; // 02C
float unk034; // 034
float unk038; // 038
float unk03C; // 03C
float unk040; // 040
UInt32 unk044; // 044
UInt8 autoRun; // 048
UInt8 runMode; // 049
UInt8 unk04A; // 04A - related to looking handler, if you move your mouse this will be 1, as long as you're in gameplay context not menu
bool FOVslideMode; // 04B
bool POVscriptMode; // 04C - 0 = enable, 1 = disable
bool POVbeastMode; // 04D - 0 = enable, 1 = disable
UInt8 unk04E; // 04E
UInt8 unk04F; // 04F
bool remapMode; // 050 - might be named differently
UInt8 pad51[7]; // 051
};
// void ** _vtbl; // 000
BSTEventSink<void*> menuOpenCloseEvent; // 008
BSTEventSink<void*> menuModeChangeEvent; // 010
BSTEventSink<void*> furnitureEvent; // 018
UInt32 unk020; // 020
Data024 data24; // 024
tArray<void*> unk058; // 058
tArray<void*> unk070; // 070
tArray<void*> unk088; // 088
UInt8 unkA0[8]; // 0A0
UInt64 unkA8; // 0A8
float unkB0[8]; // B0
UInt32 unkD0[10]; // D0
UInt8 unkF8[8]; // F8
float unk100[20]; // 100
tArray<void*> unk150; // 150
UInt64 unk168; // 168
PlayerInputHandler* movementHandler; // 170
PlayerInputHandler* lookHandler; // 178
PlayerInputHandler* sprintHandler; // 180
PlayerInputHandler* readyWeaponHandler; // 188
PlayerInputHandler* autoMoveHandler; // 190
PlayerInputHandler* toggleRunHandler; // 198
PlayerInputHandler* activateHandler; // 1A0
PlayerInputHandler* jumpHandler; // 1A8
PlayerInputHandler* shoutHandler; // 1B0
PlayerInputHandler* attackBlockHandler; // 1B8
PlayerInputHandler* runHandler; // 1C0
PlayerInputHandler* sneakHandler; // 1C8
PlayerInputHandler* togglePOVHandler; // 1D0
UInt8 unk1D8; // 1D8 - 0: disable look, 1: enable look
UInt8 pad1D9[3]; // 1D9
UInt32 unk1DC; // 1DC
static PlayerControls* GetSingleton();
};
STATIC_ASSERT(sizeof(PlayerControls) == 0x1E0);
}