mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
alright im not so happy
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@@ -2,6 +2,7 @@
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#include "BuildingActor.h"
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#include "PlayerState.h"
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#include "CurveTable.h"
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enum class EFortResourceType : uint8_t
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{
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@@ -13,6 +14,90 @@ enum class EFortResourceType : uint8_t
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EFortResourceType_MAX = 5
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};
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using UStaticMesh = UObject;
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using UStaticMeshComponent = UObject;
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using UParticleSystem = UObject;
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struct FMeshSet
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{
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static UStruct* GetStruct()
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{
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static auto Struct = FindObject<UStruct>(L"/Script/FortniteGame.MeshSet");
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return Struct;
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}
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static int GetPropertiesSize() { return GetStruct()->GetPropertiesSize(); }
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UStaticMesh* GetBaseMesh()
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{
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static auto BaseMeshOffset = FindOffsetStruct("/Script/FortniteGame.MeshSet", "BaseMesh");
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return *(UStaticMesh**)(__int64(this) + BaseMeshOffset);
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}
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UStaticMesh* GetSearchedMesh()
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{
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static auto SearchedMeshOffset = FindOffsetStruct("/Script/FortniteGame.MeshSet", "SearchedMesh");
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return *(UStaticMesh**)(__int64(this) + SearchedMeshOffset);
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}
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EFortResourceType& GetResourceType()
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{
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static auto ResourceTypeOffset = FindOffsetStruct("/Script/FortniteGame.MeshSet", "ResourceType");
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return *(EFortResourceType*)(__int64(this) + ResourceTypeOffset);
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}
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float& GetLootNoiseRange()
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{
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static auto LootNoiseRangeOffset = FindOffsetStruct("/Script/FortniteGame.MeshSet", "LootNoiseRange");
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return *(float*)(__int64(this) + LootNoiseRangeOffset);
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}
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FVector& GetLootSpawnLocation()
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{
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static auto LootSpawnLocationOffset = FindOffsetStruct("/Script/FortniteGame.MeshSet", "LootSpawnLocation");
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return *(FVector*)(__int64(this) + LootSpawnLocationOffset);
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}
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float& GetLootNoiseLoudness()
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{
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static auto LootNoiseLoudnessOffset = FindOffsetStruct("/Script/FortniteGame.MeshSet", "LootNoiseLoudness");
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return *(float*)(__int64(this) + LootNoiseLoudnessOffset);
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}
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FCurveTableRowHandle& GetSearchSpeed()
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{
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static auto SearchSpeedOffset = FindOffsetStruct("/Script/FortniteGame.MeshSet", "SearchSpeed");
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return *(FCurveTableRowHandle*)(__int64(this) + SearchSpeedOffset);
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}
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UParticleSystem*& GetConstructedEffect()
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{
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static auto ConstructedEffectOffset = FindOffsetStruct("/Script/FortniteGame.MeshSet", "ConstructedEffect");
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return *(UParticleSystem**)(__int64(this) + ConstructedEffectOffset);
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}
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UParticleSystem*& GetBreakEffect()
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{
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static auto BreakEffectOffset = FindOffsetStruct("/Script/FortniteGame.MeshSet", "BreakEffect");
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return *(UParticleSystem**)(__int64(this) + BreakEffectOffset);
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}
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};
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struct FTierMeshSets
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{
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int32& GetTier()
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{
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static auto TierOffset = FindOffsetStruct("/Script/FortniteGame.TierMeshSets", "Tier");
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return *(int32*)(__int64(this) + TierOffset);
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}
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TArray<FMeshSet>& GetMeshSets()
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{
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static auto MeshSetsOffset = FindOffsetStruct("/Script/FortniteGame.TierMeshSets", "MeshSets");
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return *(TArray<FMeshSet>*)(__int64(this) + MeshSetsOffset);
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}
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};
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class ABuildingSMActor : public ABuildingActor
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{
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public:
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@@ -23,6 +108,20 @@ public:
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return ReadBitfieldValue(bPlayerPlacedOffset, bPlayerPlacedFieldMask);
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}
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TArray<FTierMeshSets>& GetAlternateMeshes()
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{
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static auto AlternateMeshesOffset = GetOffset("AlternateMeshes");
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return Get<TArray<FTierMeshSets>>(AlternateMeshesOffset);
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}
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int32& GetAltMeshIdx()
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{
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static auto AltMeshIdxOffset = GetOffset("AltMeshIdx");
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return Get<int32>(AltMeshIdxOffset);
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}
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void BuildingSMActor_SetMeshSet(FMeshSet* MeshSet);
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void SetPlayerPlaced(bool NewValue)
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{
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static auto bPlayerPlacedOffset = GetOffset("bPlayerPlaced");
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@@ -42,6 +141,12 @@ public:
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return Get<int>(CurrentBuildingLevelOffset);
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}
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UStaticMeshComponent*& GetStaticMeshComponent()
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{
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static auto StaticMeshComponentOffset = GetOffset("StaticMeshComponent");
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return Get<UStaticMeshComponent*>(StaticMeshComponentOffset);
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}
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EFortResourceType& GetResourceType()
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{
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static auto ResourceTypeOffset = GetOffset("ResourceType");
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