#pragma once #include "Actor.h" #include "reboot.h" #include "FortWeaponItemDefinition.h" class AFortAthenaVehicle : public AActor// : public AFortPhysicsPawn // Super changes based on version { public: class AFortPlayerPawn* GetPawnAtSeat(int SeatIdx) { static auto GetPawnAtSeatFn = FindObject("/Script/FortniteGame.FortAthenaVehicle.GetPawnAtSeat"); struct { int SeatIdx; class AFortPlayerPawn* ReturnValue; } GetPawnAtSeat_Params{SeatIdx}; this->ProcessEvent(GetPawnAtSeatFn, &GetPawnAtSeat_Params); return GetPawnAtSeat_Params.ReturnValue; } int FindSeatIndex(class AFortPlayerPawn* PlayerPawn) { static auto FindSeatIndexFn = FindObject("/Script/FortniteGame.FortAthenaVehicle.FindSeatIndex"); struct { AFortPlayerPawn* PlayerPawn; int ReturnValue; } AFortAthenaVehicle_FindSeatIndex_Params{ PlayerPawn }; this->ProcessEvent(FindSeatIndexFn, &AFortAthenaVehicle_FindSeatIndex_Params); return AFortAthenaVehicle_FindSeatIndex_Params.ReturnValue; } UFortWeaponItemDefinition* GetVehicleWeaponForSeat(int SeatIdx); static UClass* StaticClass() { static auto Class = FindObject("/Script/FortniteGame.FortAthenaVehicle"); return Class; } };