Mod:Lighthouse Papyrus Extender/Actor

Actor Functions
{| style="width:100%;"
 * valign="top" style="width: 85%;" |

AreHostileActorsInRange

 * Checks if there are any Actors in the provided range with  as the origin point
 * The value of  is unsigned and may result in a very large values if negatives are used

bool Function AreHostileActorsInRange(Actor akActor, int aiMaxDistance) global native

ExitCover

 * Forces  out of cover

Function ExitCover(Actor akActor) global native

GetActiveEffects

 * Gets all current active effects on  with the optional   parameter to include effects that are inactive

MagicEffect[] Function GetActiveEffects(Actor akActor, bool abIncludeInactive) global native


 * Credit: powerofthree

GetActorFactionsFromList

 * Returns an array with factions from  that   belongs to

Faction[] Function GetActorFactionsFromList(Actor akActor, Faction[] akFactionList) global native

GetActorsByVerticalDistance
Actor[] Function GetActorsByVerticalDistance(ObjectReference akRef, int aiMaxDistance, int aiDownDistance, int aiMaxRadius, bool abIncludeDead) global native
 * Returns an array of Actors that fall in the range between  and   with   as the origin point. Actors that are further away than   will not be included
 * The values of all distances are unsigned and may result in very large values if negatives are used

GetActorsInRange

 * Returns an array of Actors that are up to - and including -  units away from  ; optionally including dead Actors
 * The value of  is unsigned and may result in a very large value if negatives are used

Actor[] Function GetActorsInRange(ObjectReference akRef, int aiMaxDistance, bool abIncludeDead) global native

GetActorsTargetingActor

 * Returns an array of all Actors that are targetting

Actor[] Function GetActorsTargetingActor(Actor akActor) global native

GetArmorFormOnBipedSlot

 * Returns the Form of the armor on the BipedSlot

Form Function GetArmorFormOnBipedSlot(Actor akActor, int aiBipedSlot) global native

GetClosestActorWithKeyword

 * Returns the closest Actor to  with the   Keyword; optionally including dead Actors and/or ignoring the Player

Actor Function GetClosestActorWithKeyword(ObjectReference akRef, Keyword akKeyword, bool abIgnorePlayer, bool abIncludeDead) global native

GetCombatStyle

 * Returns the CombatStyle currently in-use by

CombatStyle Function GetCombatStyle(Actor akActor) global native

GetCommandedActors

 * Returns all Actors commanded by the Actor

Actor[] Function GetCommandedActors(Actor akActor) global native

GetEncumbranceRate

 * Returns the ratio between 's inventory weight and their max carry weight as a % e.g. 75.0 if inventory weight is 75 and CarryWeight is 100. If  's CarryWeight is below 1, then CarryWeight will be considered as 1 instead

float Function GetEncumbranceRate(Actor akActor) global native

GetEquippedWeight

 * Returns the current weight of all items in 's inventory

float Function GetEquippedWeight(Actor akActor) global native


 * Some of the internal code used was provided by Bingle

GetHighActorsByRace

 * Returns an array of Actors in the High Processing-Level that are of the  Race

Actor[] Function GetHighActorsByRace(Race akRace, bool abIncludeDead) global native

GetHighActorsHostileToActor

 * Returns an array of Actors in the High Processing-Level that are hostile to

Actor[] Function GetHighActorsHostileToActor(Actor akActor, bool abIncludeDead) global native

GetHighActorsInCombat

 * Returns an array of Actors in the High Processing-Level that are currently in combat

Actor[] Function GetHighActorsInCombat global native

GetHighDeadActors

 * Returns an array of Actors in the High Processing-Level that are currently dead with the optional  parameter

Actor[] Function GetHighDeadActors(bool abNotEssential) global native

GetKnockState

 * Returns the KnockState of  as one of the following integer values:

int Function GetKnockState(Actor akActor) global native

GetLifeState

 * Returns the LifeState of  as one of the following integer values:

int Function GetLifeState(Actor akActor) global native

GetOffersServices

 * Returns whether the Actor  offers services

bool Function GetOffersServices(Actor akActor) global native

GetRunningPackage

 * Returns the current Package on Actor

Package Function GetRunningPackage(Actor akActor) global native

GetTimeDead

 * Returns how long  has been dead
 * Returns 0.0f if  is alive

float Function GetTimeDead(Actor akActor) global native


 * Credit: powerofthree

GetTimeOfDeath

 * Returns the time of death in game days passed

float Function GetTimeOfDeath(Actor akActor) global native


 * Credit: powerofthree

GetVendorContainerRef

 * Returns the ObjectReference of the vendor container of the Actor

ObjectReference Function GetVendorContainerRef(Actor akActor) global native

GetVendorFaction

 * Returns the Vendor Faction of

Faction Function GetVendorFaction(Actor akActor) global native

GetWeaponAmmoCount

 * Returns the amount of ammo that's currently equipped by

int Function GetWeaponAmmoCount(Actor akActor) global native

HasActiveMagicEffect

 * Returns whether the MagicEffect  is on AND active on the Actor

bool Function HasActiveMagicEffect(Actor akActor, MagicEffect akMagicEffect) global native

HasFactionFromList

 * Returns whether  has a Faction listed in the   array

bool Function HasFactionFromList(Actor akActor, Faction[] akFactionList) global native

IsCrippled

 * Returns whether  has a crippled limb

bool Function IsCrippled(Actor akActor) global native

IsFleeing

 * Returns whether  is fleeing from combat

bool Function IsFleeing(Actor akActor) global native

IsFollowing

 * Returns whether  is following anyone

bool Function IsFollowing(Actor akActor) global native

IsFollowingActor

 * Returns whether  is following

bool Function IsFollowingActor(Actor akActor, Actor akTargetActor) global native

IsInKillMove

 * Returns whether  is currently performing a kill-move

bool Function IsInKillMove(Actor akActor) global native

IsJumping

 * Returns whether  is currently jumping

bool Function IsJumping(Actor akActor) global native

IsKeywordOnWeapon

 * Returns whether 's equipped weapon has the   Keyword

bool Function IsKeywordOnWeapon(Actor akActor, Keyword akKeyword) global native

IsPathing

 * Returns whether  is currently pathing

bool Function IsPathing(Actor akActor) global native

IsPathingComplete

 * Returns whether 's pathing is complete

bool Function IsPathingComplete(Actor akActor) global native

IsPathValid

 * Returns whether 's path is valid

bool Function IsPathValid(Actor akActor) global native

IsPlayerDetectedByHostile

 * Returns whether the Player is detected by a hostile Actor

bool Function IsPlayerDetectedByHostile(Actor akActor) global native

IsQuadruped

 * Returns whether  is a quadruped. Including but not limited to creatures such as | Radscorpions

bool Function IsQuadruped(Actor akActor) global native

IsStaggered

 * Returns whether  is currently staggered

bool Function IsStaggered(Actor akActor) global native

IsTakingHealthDamage

 * Returns whether  is currently taking health damage

bool Function IsTakingHealthDamage(Actor akActor) global native

IsTakingRadDamage

 * Returns whether  is currently taking radiation damage

bool Function IsTakingRadDamage(Actor akActor) global native

IsTresspassing

 * Returns whether  is currently tresspassing

bool Function IsTresspassing(Actor akActor) global native

IsUnderwater

 * Returns whether  is currently underwater

bool Function IsUnderwater(Actor akActor) global native

RemoveActorFromArray

 * Removes  from the   Actor array

Actor[] Function RemoveActorFromArray(Actor[] akActorArray, Actor akActor) global native

ResetInventory

 * Resets 's inventory with an optional   parameter to only reset leveled items

Function ResetInventory(Actor akActor, bool akLeveledOnly) global native

SetActorAttackingDisabled

 * Controls whether  is able to attack based on the value passed to
 * Does not work on the Player

Function SetActorAttackingDisabled(Actor akActor, bool abValue) global native

SetDoNotShowOnStealthMeter

 * Controls whether  affects the stealth meter
 * This will only make the stealth meter say "HIDDEN" when detected by

Function SetDoNotShowOnStealthMeter(Actor akActor, bool abValue) global native

SetWeaponAmmoCount

 * Sets the amount of ammo currently loaded into the weapon.

Function SetWeaponAmmoCount(Actor akActor, int aiCount) global native

StowWeapon

 * Stows the current weapon

Function StowWeapon(Actor akActor) global native


 * valign="top" style="width: 15%;"|


 * }