Background for Skyrim SE

Trash_Function


Inheritance Tree

No indexed scripts extend this script.

Properties
Events
Functions
intfunctionGetIntMax()NativeGlobal
floatfunctionGetFloatMax()NativeGlobal
intfunctionGetIntMin()NativeGlobal
floatfunctionGetFloatMin()NativeGlobal
voidfunctionConsoleInfo(string_str)NativeGlobal

=================== Debug ===================

stringfunctionGetFormIDString(Form_form)NativeGlobal
stringfunctionToHexString(int_num)NativeGlobal
voidfunctionPrintFlt(float_flt)NativeGlobal
voidfunctionPrintForm(Form_form)NativeGlobal
voidfunctionDumpFormArray(Form[]_FormArr)NativeGlobal
voidfunctionDumpRefArray(ObjectReference[]_RefArr)NativeGlobal
voidfunctionDumpIntArray(int[]_IntArr)NativeGlobal
voidfunctionDumpFloatArray(float[]_form)NativeGlobal
floatfunctionGetDistance2D(ObjectReferenceA_ref, ObjectReferenceB_ref)NativeGlobal

=================== Distance ===================

floatfunctionGetDistanceFromPoint2D(ObjectReference_ref, floatx, floaty)NativeGlobal
floatfunctionGetDistanceBetweenPoints2D(floatA_x, floatA_y, floatB_x, floatB_y)NativeGlobal
floatfunctionGetDistance3D(ObjectReferenceA_ref, ObjectReferenceB_ref)NativeGlobal
floatfunctionGetDistanceFromPoint3D(ObjectReference_ref, floatx, floaty, floatz)NativeGlobal
floatfunctionGetDistanceBetweenPoints3D(floatA_x, floatA_y, floatA_z, floatB_x, floatB_y, floatB_z)NativeGlobal
boolfunctionGetInSameCellOrWorldSpace(ObjectReferenceA_ref, ObjectReferenceB_ref)NativeGlobal
float[]functionGetPosAsArray(ObjectReference_obj)NativeGlobal

=================== Pos ===================

voidfunctionSetPosAlt(ObjectReference_obj, floatx, floaty, floatz, booltransform=false)NativeGlobal
voidfunctionSetPosFromArray(ObjectReference_obj, float[]PosArr, booltransform=false)NativeGlobal
floatfunctionGetHeadingPointAngle(ObjectReference_obj, floatx, floaty, floatz, boola_abs=false)NativeGlobal

=================== HeadingAngle ===================

floatfunctionGetHeadingAngleBetweenPoints(floatA_x, floatA_y, floatA_z, floatang_z, floatB_x, floatB_y, floatB_z, boola_abs=false)NativeGlobal
floatfunctionGetHeadingAngleX(ObjectReferencefst_ref, ObjectReferencesec_ref, boola_abs=false)NativeGlobal
floatfunctionGetHeadingPointAngleX(ObjectReference_ref, float_x, float_y, float_z, boola_abs=false)NativeGlobal
floatfunctionGetHeadingAngleBetweenPointsX(floatA_x, floatA_y, floatA_z, floatang_x, floatB_x, floatB_y, floatB_z, boola_abs=false)NativeGlobal
Form[]functionInstantCastToActors(ObjectReference_Caster, Form_Spell, float_Radius=0.0, bool_BlameCaster=false, bool_CastToCaster=false, ObjectReference_Center=NONE)NativeGlobal

=================== SpellMatter ===================

Form[]functionInstantCastToActorsWithFilter(ObjectReference_Caster, Form_Spell, float_Radius=0.0, bool_BlameCaster=false, bool_CastToCaster=false, ObjectReference_Center=NONE, FormKeyword_or_FormList=NONE, bool_MatchAllKeywords=false)NativeGlobal
Form[]functionInstantCastToActorsWithFilterAlt(ObjectReference_Caster, Form_Spell, float_Radius=0.0, bool_BlameCaster=false, bool_CastToCaster=false, ObjectReference_Center=NONE, Keyword[]Keyword_Arr=NONE, bool_MatchAllKeywords=false)NativeGlobal
boolfunctionPlaySoundAtPoint(Form_Sound, floatx, floaty, floatz)NativeGlobal

=================== Sound ===================
_Sound must be a Sound Descriptor(SNDR)

voidfunctionSetSlowTimeMult(float_WorldTimeMult=0.0, float_PlayerOnlyTimeMult=1.0, bool_Setter=true)NativeGlobal

=================== TimeMultSetter ===================

floatfunctionGetSlowTimeMult(bool_GetWorldTimeMult=true)NativeGlobal
voidfunctionApplyMeleeHit(Actor_attacker, Actor_victim, boollefthand=false)NativeGlobal
voidfunctionApplyHit(Actor_attacker, Actor_victim, Weapon_weapon, bool_applyench=true)NativeGlobal
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