#pragma once #include "BuildingSMActor.h" #include "FortPawn.h" class ABuildingContainer : public ABuildingSMActor { public: bool ShouldDestroyOnSearch() { static auto bDestroyContainerOnSearchOffset = GetOffset("bDestroyContainerOnSearch"); static auto bDestroyContainerOnSearchFieldMask = GetFieldMask(GetProperty("bDestroyContainerOnSearch")); return this->ReadBitfieldValue(bDestroyContainerOnSearchOffset, bDestroyContainerOnSearchFieldMask); } bool IsAlreadySearched() { static auto bAlreadySearchedOffset = this->GetOffset("bAlreadySearched"); static auto bAlreadySearchedFieldMask = GetFieldMask(this->GetProperty("bAlreadySearched")); return this->ReadBitfieldValue(bAlreadySearchedOffset, bAlreadySearchedFieldMask); } void SetAlreadySearched(bool bNewValue, bool bOnRep = true) { static auto bAlreadySearchedOffset = this->GetOffset("bAlreadySearched"); static auto bAlreadySearchedFieldMask = GetFieldMask(this->GetProperty("bAlreadySearched")); this->SetBitfieldValue(bAlreadySearchedOffset, bAlreadySearchedFieldMask, bNewValue); if (bOnRep) { static auto OnRep_bAlreadySearchedFn = FindObject(L"/Script/FortniteGame.BuildingContainer.OnRep_bAlreadySearched"); this->ProcessEvent(OnRep_bAlreadySearchedFn); } } FVector& GetLootSpawnLocation() { static auto LootSpawnLocationOffset = GetOffset("LootSpawnLocation"); return Get(LootSpawnLocationOffset); } float& GetLootNoiseRange() { static auto LootNoiseRangeOffset = GetOffset("LootNoiseRange"); return Get(LootNoiseRangeOffset); } void BounceContainer() { static auto BounceContainerFn = FindObject("/Script/FortniteGame.BuildingContainer.BounceContainer"); this->ProcessEvent(BounceContainerFn); } bool SpawnLoot(AFortPawn* Pawn); static UClass* StaticClass() { static auto Class = FindObject("/Script/FortniteGame.BuildingContainer"); return Class; } };