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MSF_Events.h
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560 lines (507 loc) · 20.1 KB
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#include "MSF_Shared.h"
#include "MSF_Data.h"
#include "MSF_Base.h"
#include "MSF_Addresses.h"
#include "f4se\GameThreads.h"
//Anim Event
class BSAnimationGraphEvent
{
public:
std::uint64_t holderID; // 00
BSFixedString eventName; // 08
BSFixedString payload; // 10
};
class BGSInventoryListEventData
{
public:
enum
{
kAddStack,
kChangedStack,
kAddNewItem,
kRemoveItem,
kClear,
UpdateWeight
};
struct Event
{
public:
// members
UInt16 changeType; // 00
ObjectRefHandle owner; // 04 RE::ObjectRefHandle
TESBoundObject* objAffected; // 08
UInt32 count; // 10
UInt32 stackID; // 14
};
STATIC_ASSERT(sizeof(Event) == 0x18);
};
class InventoryList
{
public:
BSTEventDispatcher<BGSInventoryListEventData::Event> eventSource; // 00
tArray<BGSInventoryItem> items; // 58
float inventoryWeight; // 70 - is (-1) when not calculated
ObjectRefHandle owner; // 74
BSReadWriteLock inventoryLock; // 78
};
class PlayerInventoryListEventSink : public BSTEventSink<BGSInventoryListEventData::Event>
{
public:
virtual EventResult ReceiveEvent(BGSInventoryListEventData::Event* evn, void * dispatcher) override;
};
struct BGSOnPlayerUseWorkBenchEvent {};
class BGSOnPlayerUseWorkBenchEventSink : public BSTEventSink<BGSOnPlayerUseWorkBenchEvent>
{
public:
virtual EventResult ReceiveEvent(BGSOnPlayerUseWorkBenchEvent* evn, void * dispatcher) override;
};
extern BGSOnPlayerUseWorkBenchEventSink useWorkbenchEventSink;
//DECLARE_EVENT_DISPATCHER(BGSOnPlayerUseWorkBenchEvent, 0x0441A10); lastgen
//Player Mod Event
struct BGSOnPlayerModArmorWeaponEvent
{
TESBoundObject* object; // 00 TESObjectWEAP or TESObjectARMO
BGSMod::Attachment::Mod* mod; // 08
};
class BGSOnPlayerModArmorWeaponEventSink : public BSTEventSink<BGSOnPlayerModArmorWeaponEvent>
{
public:
virtual EventResult ReceiveEvent(BGSOnPlayerModArmorWeaponEvent * evn, void * dispatcher) override;
};
extern BGSOnPlayerModArmorWeaponEventSink modArmorWeaponEventSink;
//DECLARE_EVENT_DISPATCHER(BGSOnPlayerModArmorWeaponEvent, 0x0441790); lastgen
//Cell Load Event
struct TESCellFullyLoadedEvent
{
TESObjectCELL* cell; // 00
};
class TESCellFullyLoadedEventSink : public BSTEventSink<TESCellFullyLoadedEvent>
{
public:
virtual EventResult ReceiveEvent(TESCellFullyLoadedEvent * evn, void * dispatcher) override;
};
extern TESCellFullyLoadedEventSink cellFullyLoadedEventSink;
DECLARE_EVENT_DISPATCHER(TESCellFullyLoadedEvent, ID(1175067, 2201825).offset());
//CombatEvent
class CombatEvnHandler : public BSTEventSink<TESCombatEvent>
{
public:
virtual ~CombatEvnHandler() { };
virtual EventResult ReceiveEvent(TESCombatEvent * evn, void * dispatcher) override;
};
extern CombatEvnHandler combatEvnSink;
//Equip event
struct PlayerAmmoCountEvent
{
UInt32 ammoCount; // 00
UInt32 totalAmmoCount; // 04
UInt64 unk08; // 08
TESObjectWEAP* weapon; // 10
TESObjectWEAP::InstanceData* weaponInstance;
//...
};
STATIC_ASSERT(offsetof(PlayerAmmoCountEvent, weapon) == 0x10);
class PlayerAmmoCountEventSink : public BSTEventSink<PlayerAmmoCountEvent>
{
public:
virtual ~PlayerAmmoCountEventSink() { };
virtual EventResult ReceiveEvent(PlayerAmmoCountEvent * evn, void * dispatcher) override;
};
extern PlayerAmmoCountEventSink playerAmmoCountEventSink;
//Menu OpenClose Event
class MenuOpenCloseSink : public BSTEventSink<MenuOpenCloseEvent>
{
public:
virtual EventResult ReceiveEvent(MenuOpenCloseEvent * evn, void * dispatcher) override;
};
extern MenuOpenCloseSink menuOpenCloseSink;
struct PipboyLightEvent
{
bool isOn1;
bool isOn2;
};
class PipboyLightEventSink : public BSTEventSink<PipboyLightEvent>
{
public:
virtual EventResult ReceiveEvent(PipboyLightEvent* evn, void* dispatcher) override;
};
extern PipboyLightEventSink pipboyLightEvent;
//DECLARE_EVENT_DISPATCHER(PipboyLightEvent, ID(317686, ).offset()); //2FD7500
typedef UInt8(*_PlayerAnimationEvent)(void * thissink, BSAnimationGraphEvent* evnstruct, void** dispatcher);
extern RelocAddr <_PlayerAnimationEvent> PlayerAnimationEvent_HookTarget;
extern _PlayerAnimationEvent PlayerAnimationEvent_Original;
//BSTEventSource<InventoryInterface::CountChangedEvent>
//BSTEventSource<ActorEquipManagerEvent::Event>
//GetEventDispatcher<TESEquipEvent>()->AddEventSink(&_TESEquipEventSink);
namespace ActorEquipManagerEvent
{
struct Event
{
bool unequip;
BGSObjectInstance* data;
Actor* targetActor;
UInt32 stackID;
};
}
class ActorEquipManager
{
public:
UInt64 singleton;
BSTEventDispatcher<ActorEquipManagerEvent::Event> equipUnequipEventSource;
};
extern RelocPtr <ActorEquipManager> g_ActorEquipManager;
class ActorEquipManagerEventSink : public BSTEventSink<ActorEquipManagerEvent::Event>
{
public:
virtual EventResult ReceiveEvent(ActorEquipManagerEvent::Event* evn, void* dispatcher) override;
};
class ActorEquipManagerEventSourceMSF : public BSTEventDispatcher<ActorEquipManagerEvent::Event>
{
};
extern ActorEquipManagerEventSourceMSF actorEquipManagerEventSourceMSF;
struct PlayerWeaponReloadEvent
{
};
struct PlayerSetWeaponStateEvent
{
};
struct PlayerCrosshairModeEvent
{
UInt32 mode; // 00
};
template <typename T>
class BSTValueEventSink : public BSTEventSink<T>
{
public:
UInt32 unk00;
UInt32 unk08;
UInt32 unk10;
UInt32 unk18;
};
class HUDAmmoCounter : public HUDComponentBase
{
public:
BSGFxDisplayObject ClipCount_tf; // F8
BSGFxDisplayObject ReserveCount_tf; // 148
UInt32 ClipCount; // 198
UInt32 unk19C; // 19C init as byte = 0
UInt32 ReserveCount; // 1A0
UInt32 unk1A4; // 1A4 init as byte = 0
UInt32 unk1A8; // 1A8
UInt32 unk1AC; // 1AC init as byte = 0
UInt32 unk1B0; // 1B0
UInt32 unk1B4; // 1B4 init as byte = 0
BSTValueEventSink<PlayerAmmoCountEvent> ves1; // 1B8
UInt64 unk1D0;
BSTValueEventSink<PlayerWeaponReloadEvent> ves2; // 1D8
BSTValueEventSink<PlayerCrosshairModeEvent> ves3; // 1F0
UInt64 unk208;
BSTValueEventSink<PlayerSetWeaponStateEvent> ves4; // 210
UInt64 unk228;
};
STATIC_ASSERT(sizeof(HUDAmmoCounter) == 0x230);
typedef void*(*AttackBlockHandler)(void* handler);
extern RelocAddr <AttackBlockHandler> AttackBlockHandler_HookTarget;
extern RelocAddr <AttackBlockHandler> AttackBlockHandler_Original;
typedef bool (*AttackInputHandler)(void* PlayerInputHandler, UInt32 inputCode, UInt32 r8d);
extern RelocAddr <AttackInputHandler> AttackInputHandler_HookTarget;
extern RelocAddr <AttackInputHandler> AttackInputHandler_Original;
struct AmmoCountData
{
UInt32 ammoCount;
UInt32 pad04;
bool unk08;
UInt16 pad0A;
bool unk0C;
UInt16 pad0E;
bool unk10;
HUDAmmoCounter* ammoCounter;
};
STATIC_ASSERT(sizeof(AmmoCountData) == 0x20);
typedef AmmoCountData* (*CalcClipAmmoCounter)(AmmoCountData* ammoCountData);
extern RelocAddr <CalcClipAmmoCounter> CalcClipAmmoCounter_HookTarget;
extern RelocAddr <CalcClipAmmoCounter> CalcClipAmmoCounter_Original;
extern CalcClipAmmoCounter CalcClipAmmoCounter_Copied;
typedef UInt64(*HUDShowAmmoCounter)(HUDAmmoCounter* ammoCounter, UInt32 visibleTime);
extern RelocAddr <HUDShowAmmoCounter> HUDShowAmmoCounter_HookTarget;
extern RelocAddr <HUDShowAmmoCounter> HUDShowAmmoCounter_Original;
extern HUDShowAmmoCounter HUDShowAmmoCounter_Copied;
extern RelocPtr <UInt32> uAmmoCounterFadeTimeMS;
//typedef void* (*EquipHandler_UpdateAnimGraph)(Actor* actor, bool unk_rdx);
extern RelocAddr <_UpdateAnimGraph> EquipHandler_UpdateAnimGraph_HookTarget;
extern _UpdateAnimGraph EquipHandler_UpdateAnimGraph_Copied;
extern RelocAddr <_PlayEquipAction> EquipHandler_PlayEquipAction_HookTarget;
extern _PlayEquipAction EquipHandler_PlayEquipAction_Copied;
extern RelocAddr <_BGSObjectInstanceExtra_ctor> ObjectInstanceCtor_HookTarget;
extern _BGSObjectInstanceExtra_ctor ObjectInstanceCtor_Copied;
extern RelocAddr <_EjectShellCasing> EjectShellCasing_HookTarget1;
extern RelocAddr <_EjectShellCasing> EjectShellCasing_HookTarget2;
extern RelocAddr <_AttachModToStack> AttachModToStack_CallFromGameplay_HookTarget;
extern RelocAddr <_AttachModToStack> AttachModToStack_CallFromWorkbenchUI_HookTarget;
extern RelocAddr <_DeleteExtraData> DeleteExtraData_CallFromWorkbenchUI_HookTarget;
extern RelocAddr <_UpdMidProc> UpdMidProc_HookTarget;
extern RelocAddr <_UpdateEquipData> UpdateEquipData_HookTarget;
extern RelocAddr <_UpdateEquippedWeaponData> UpdateEquippedWeaponData_HookTarget;
extern RelocAddr <uintptr_t> LoadBuffer_ExtraDataList_ExtraRank_JumpHookTarget;
extern RelocAddr <uintptr_t> SkipReloadJumpAddr;
extern RelocAddr <AttackInputHandler> AttackInputHandler_SelfHookTarget;
extern AttackInputHandler AttackInputHandler_Copied;
extern AttackInputHandler AttackInputHandlerSelf_Copied;
extern uintptr_t ActorEquipManagerPre_Copied;
extern _AttachModToStack AttachModToStack_CallFromGameplay_Copied;
extern _AttachModToStack AttachModToStack_CallFromWorkbenchUI_Copied;
extern _DeleteExtraData DeleteExtraData_CallFromWorkbenchUI_Copied;
extern _UpdMidProc UpdMidProc_Copied;
extern _UpdateEquipData UpdateEquipData_Copied;
extern _UpdateEquippedWeaponData UpdateEquippedWeaponData_Copied;
extern uintptr_t LoadBuffer_ExtraDataList_ExtraRank_ReturnJumpAddr;
extern uintptr_t LoadBuffer_ExtraDataList_ExtraRank_BranchCode;
extern uintptr_t ExtraRankCompare_Copied;
extern RelocAddr <uintptr_t> AmmoReserveCalcAddr;
extern RelocAddr <_RemoveItem_Virtual> RemoveItem_ConsumeAmmo_HookTarget;
extern _EjectShellCasing EjectShellCasing_Copied1;
extern _EjectShellCasing EjectShellCasing_Copied2;
typedef UInt32(*_GetLoadedAmmoCount)(Actor* owner, UInt32 edx);
extern RelocAddr <_GetLoadedAmmoCount> GetLoadedAmmoCount_Original;
extern RelocAddr <_GetLoadedAmmoCount> GetLoadedAmmoCount_HookTarget;
extern _GetLoadedAmmoCount GetLoadedAmmoCount_Copied;
typedef UInt32(*_CheckAmmoForReload)(Actor* target, TESBoundObject* toCount);
extern RelocAddr <_CheckAmmoForReload> CheckAmmoForReload_Original;
extern RelocAddr <_CheckAmmoForReload> CheckAmmoForReload_HookTarget;
extern _CheckAmmoForReload CheckAmmoForReload_Copied;
extern RelocAddr <uintptr_t> CheckAmmoCountForReload_JumpHookTarget;
extern RelocAddr <uintptr_t> CheckAmmoCountForReload_ReturnJumpAddr;
extern uintptr_t CheckAmmoCountForReload_BranchCode;
extern RelocAddr <uintptr_t> ActorEquipManagerPre_JumpHookTarget;
extern RelocAddr <uintptr_t> ActorEquipManagerPre_ReturnJumpAddr;
extern RelocAddr <uintptr_t> ActorEquipManagerEnd_ReturnJumpAddr;
extern uintptr_t ActorEquipManagerPre_BranchCode;
extern RelocAddr <uintptr_t> CannotEquipItemGen_JumpHookTarget;
extern RelocAddr <uintptr_t> CannotEquipItemMod_JumpHookTarget;
extern RelocAddr <uintptr_t> CannotEquipItemGen_ReturnJumpAddr;
extern RelocAddr <uintptr_t> CannotEquipItemMod_ReturnJumpAddr;
extern RelocAddr <uintptr_t> CannotEquipItem_SkipJumpAddr;
extern RelocAddr <uintptr_t> CannotEquipItem_TextAddr;
extern uintptr_t CannotEquipItem_BranchCode;
extern RelocAddr <uintptr_t> AModToInvItem_Attach_AV_HookTarget;
extern RelocAddr <uintptr_t> AModToInvItem_Equip_AV_HookTarget;
extern _AttachRemoveModInternal AttachRemoveModInternal_Copied;
extern _EquipItemPapyrus EquipItemPapyrus_Copied;
extern RelocAddr <uintptr_t> ExtraRankConstructor_HookTarget;
extern RelocAddr <_ExtraRankCtor> ExtraRankConstructor_Original;
extern RelocAddr <_ExtraRankDtor> ExtraRankDestructor_Original;
extern _ExtraRankCtor ExtraRankConstructor_Copied;
extern _ExtraRankDtor ExtraRankDestructor_Copied;
extern _MainEquipHandler MainEquipHandler_Copied;
extern uintptr_t PutYourGunInBranchCode;
struct ReloadJumpReplace {
uint8_t original[2] = { 0x0F, 0x84 };
uint8_t replacement[2] = { 0x90, 0xE9 };
};
extern ReloadJumpReplace ReloadJumpOverwriteCode;
class WidgetUpdateTask : public ITaskDelegate
{
public:
WidgetUpdateTask(bool settings = false, bool quickkey = false)
{
doSettings = settings;
clearQuickkey = quickkey;
};
virtual void Run() final
{
if (doSettings)
MSF_Scaleform::UpdateWidgetSettings();
if (clearQuickkey)
MSF_Scaleform::ClearWidgetQuickkeyMod();
_DEBUG("widget update thread");
MSF_Scaleform::UpdateWidgetData();
}
bool doSettings;
bool clearQuickkey;
};
class MSFMenuUpdateTask : public ITaskDelegate
{
public:
MSFMenuUpdateTask(TESAmmo* changedAmmo, TESObjectMISC* changedmisc)
{
ammo = changedAmmo;
misc = changedmisc;
};
virtual void Run() final
{
if (ammo)
MSF_Scaleform::UpdateAmmoMenuCount(ammo, Utilities::GetInventoryItemCount((*g_player)->inventoryList, ammo));
else
MSF_Scaleform::UpdateModMenuReqs(misc, Utilities::GetInventoryItemCount((*g_player)->inventoryList, misc));
}
TESAmmo* ammo;
TESObjectMISC* misc;
static void StartUpdate(TESBoundObject* changeditem)
{
if (!changeditem)
return;
if (changeditem->formType == FormType::kFormType_AMMO)
{
TESAmmo* ammo = DYNAMIC_CAST(changeditem, TESBoundObject, TESAmmo);
if (ammo)
{
MSF_Scaleform::UpdateAmmoMenuCount(ammo, Utilities::GetInventoryItemCount((*g_player)->inventoryList, ammo));
//MSFMenuUpdateTask* updTask = new MSFMenuUpdateTask(ammo, nullptr);
//g_threading->AddUITask(updTask);
return;
}
}
else if (changeditem->formType == FormType::kFormType_MISC)
{
TESObjectMISC* misc = DYNAMIC_CAST(changeditem, TESBoundObject, TESObjectMISC);
if (misc)
{
MSF_Scaleform::UpdateModMenuReqs(misc, Utilities::GetInventoryItemCount((*g_player)->inventoryList, misc));
//MSFMenuUpdateTask* updTask = new MSFMenuUpdateTask(nullptr, misc);
//g_threading->AddUITask(updTask);
}
}
}
};
class EndSwitchTask : public ITaskDelegate
{
public:
EndSwitchTask(UInt16 endFlags)
{
flags = endFlags;
};
virtual void Run() final
{
_DEBUG("end switch thread");
MSF_Base::EndSwitch(flags);
}
private:
UInt16 flags;
};
class ReloadTask : public ITaskDelegate
{
public:
ReloadTask(bool full, bool clearAmmoCount = false, bool forced = true, bool isSwitch = true)
{
bFull = full;
bClearAmmoCount = clearAmmoCount;
bForced = forced;
bIsSwitch = isSwitch;
};
virtual void Run() final
{
_DEBUG("end switch thread");
MSF_Base::ReloadWeapon(bFull, bClearAmmoCount, bForced, bIsSwitch);
}
private:
bool bFull;
bool bClearAmmoCount;
bool bForced;
bool bIsSwitch;
};
class AnimTask : public ITaskDelegate
{
public:
AnimTask(AnimationData* animation)
{
animData = animation;
};
virtual void Run() final
{
MSF_Base::PlayAnim(animData);
}
private:
AnimationData* animData;
};
class FireGunTask : public ITaskDelegate
{
public:
virtual void Run() final
{
Actor* playerActor = *g_player;
auto instance = Utilities::GetEquippedInstanceData(playerActor);
if (!instance)
return;
if (instance->flags & TESObjectWEAP::InstanceData::kFlag_Automatic)
Utilities::PlayIdleAction(playerActor, MSF_MainData::ActionFireAuto);
else
Utilities::PlayIdleAction(playerActor, MSF_MainData::ActionFireSingle);
}
};
class LowerWeaponTask : public ITaskDelegate
{
public:
LowerWeaponTask() : doDown(true), force(false)
{};
virtual void Run() final
{
_DEBUG("Lower Task");
PlayerCharacter* playerActor = *g_player;
if (playerActor->IsInCombat() && !force)
{
LowerWeaponTask* lowerTask = new LowerWeaponTask();
MSF_MainData::modSwitchManager.lowerGunTimer.start(MSF_MainData::iAutolowerTimeMS, g_threading->AddTask, lowerTask);
return;
}
if ((MSF_MainData::MCMSettingFlags & MSF_MainData::bDontAutolowerWeaponWithFlashlightOn) && playerActor->unkB68[17] != 0)
return;
UInt32 weaponActivity = playerActor->actorState.flags & ActorStateFlags0C::mWeaponActivityMask;
//if (!(playerActor->actorState.flags & ActorStateFlags0C::kWeaponState_Drawn) || (playerActor->actorState.flags & (ActorStateFlags0C::kWeaponState_Draw | ActorStateFlags0C::kWeaponState_Sheathing | \
// ActorStateFlags0C::kActorState_FurnitureState)) || (weaponActivity == ActorStateFlags0C::kWeaponState_Reloading || weaponActivity == ActorStateFlags0C::kWeaponState_Firing) || \
// (playerActor->actorState.unk08 & (ActorStateFlags08::kActorState_Sprint | ActorStateFlags08::kActorState_Bashing)))
if ((playerActor->actorState.unk08 & (ActorStateFlags08::kActorState_Bashing)) || // | ActorStateFlags08::kActorState_Sprint
(playerActor->actorState.flags & (ActorStateFlags0C::kActorState_FurnitureState | ActorStateFlags0C::kWeaponState_Sheathing)) ||
(weaponActivity == ActorStateFlags0C::kWeaponState_Reloading || weaponActivity == ActorStateFlags0C::kWeaponState_Firing) ||
(!(playerActor->actorState.flags & ActorStateFlags0C::kWeaponState_Drawn) && (playerActor->actorState.flags & ActorStateFlags0C::kWeaponState_Draw)))
return;
bool isDown = (playerActor->actorState.flags & (ActorStateFlags0C::kWeaponState_Lowered1stP | ActorStateFlags0C::kWeaponState_Lowered3rdP));
_DEBUG("Lower Check OK, isDown: %i, doDown: %i", isDown, doDown);
if (isDown ^ doDown)
Utilities::PlayIdleAction(playerActor, MSF_MainData::ActionGunDown);
}
private:
bool doDown;
bool force;
};
class QuickkeySelectTask : public ITaskDelegate
{
public:
virtual void Run() final
{
MSF_MainData::modSwitchManager.HandleQuickkeyTimeout();
}
};
UInt8 PlayerAnimationEvent_Hook(void* arg1, BSAnimationGraphEvent* arg2, void** arg3);
UInt64 HUDShowAmmoCounter_Hook(HUDAmmoCounter* ammoCounter, UInt32 visibleTime);
void* AttackBlockHandler_Hook(void* handler);
bool AttackInputHandler_Hook(void* PlayerInputHandler, UInt32 inputCode, UInt32 r8d);
bool AttackInputHandlerReload_Hook(void* PlayerInputHandler, UInt32 inputCode, UInt32 r8d);
void* EquipHandler_UpdateAnimGraph_Hook(Actor* actor, bool unk_rdx);
void EquipHandler_PlayEquipAction_Hook(Actor* actor, bool unk_rdx);
void AttachRemoveModInternal_Hook(Actor* actor, TESBoundObject* baseItem, CheckStackIDFunctor* CheckStackIDFunctor, StackDataWriteFunctor* ModifyModDataFunctor, void* arg_1, void* arg_2, void* arg_3, void* arg_4, void* arg_5, void* arg_6, void* arg_7);
void EquipItemPapyrus_Hook(Actor* actor, TESBoundObject* baseItem, UInt32 r8d);
bool AttachModToStack_CallFromGameplay_Hook(BGSInventoryItem* invItem, CheckStackIDFunctor* IDfunctor, StackDataWriteFunctor* modFunctor, UInt32 unk_r9d, UInt32* unk_rsp20);
bool AttachModToStack_CallFromWorkbenchUI_Hook(BGSInventoryItem* invItem, CheckStackIDFunctor* IDfunctor, StackDataWriteFunctor* changesFunctor, UInt32 unk_r9d, UInt32* unk_rsp20);
bool DeleteExtraData_CallFromWorkbenchUI_Hook(BSExtraData** extraDataHead, ExtraDataType type);
bool UpdMidProc_Hook(Actor::AIProcess* midProc, Actor* actor, BGSObjectInstance weaponBaseStruct, BGSEquipSlot* equipSlot);
void UpdateEquipData_Hook(BipedAnim* equipData, BGSObjectInstance instance, UInt32* r8d);
void UpdateEquippedWeaponData_Hook(EquippedWeaponData* data);
BGSObjectInstanceExtra* ObjectInstanceCtor_Hook(BGSObjectInstanceExtra* allocatedHeap, BGSMod::Template::Item* templateItem, TESBoundObject* parentForm, void* instanceFilter);
ExtraRank* LoadBuffer_ExtraDataList_ExtraRank_Hook(ExtraRank* newExtraRank, UInt32 rank, ExtraDataList* futureParentList, BGSInventoryItem::Stack* futureParentStack);
void ExtraRankConstructor_Hook(ExtraDataList* parentList, UInt32 rank);
ExtraRank* ExtraRankDestructor_Hook(ExtraRank* extra, bool cast);
bool ExtraRankCompare_Hook(ExtraRank* extra1, ExtraRank* extra2);
bool CheckAmmoCountForReload_Hook(Actor* target, UInt32 loadedAmmo, UInt32 ammoCap, UInt32 ammoReserve);
const char* CannotEquipItem_Hook(TESObjectREFR* target, TESForm* item, UInt32 unequip, UInt32 type);
void ActorEquipManagerPre_Hook(Actor* owner, BGSObjectInstance* object, UInt32 eqStackID);
bool RegisterInventoryEvent(BGSInventoryList* list, BSTEventSink<BGSInventoryListEventData::Event>* sink);
BSTEventDispatcher<void*>* GetGlobalEventDispatcher(BSTGlobalEvent* globalEvents, const char * dispatcherName);
#define GET_EVENT_DISPATCHER(EventName) (BSTEventDispatcher<EventName>*) GetGlobalEventDispatcher(*g_globalEvents, #EventName);
#define DECLARE_EVENT_DISPATCHER_EX(Event, address) \
template<> inline BSTEventDispatcher<Event> * GetEventDispatcher() \
{ \
typedef BSTEventDispatcher<Event> * (*_GetEventDispatcher)(); \
RelocAddr<_GetEventDispatcher> GetDispatcher(address.GetUIntPtr()-RelocationManager::s_baseAddr); \
return GetDispatcher(); \
}
#define REGISTER_EVENT(_event, _sink) GetEventDispatcher<_event>()->AddEventSink(&_sink);