#pragma once #include "Object.h" #include "FortResourceItemDefinition.h" #include "FortPlayerController.h" #include "BuildingSMActor.h" #include "FortPickup.h" class UFortKismetLibrary : public UObject { public: using UFortInventoryOwnerInterface = UObject; static inline void (*K2_GiveItemToPlayerOriginal)(UObject* Context, FFrame& Stack, void* Ret); static inline void (*K2_RemoveItemFromPlayerOriginal)(UObject* Context, FFrame& Stack, void* Ret); static inline void (*K2_RemoveItemFromPlayerByGuidOriginal)(UObject* Context, FFrame& Stack, void* Ret); static inline void (*GiveItemToInventoryOwnerOriginal)(UObject* Context, FFrame& Stack, void* Ret); static inline void (*K2_RemoveFortItemFromPlayerOriginal)(UObject* Context, FFrame& Stack, void* Ret); static inline AFortPickup* (*K2_SpawnPickupInWorldOriginal)(UObject* Context, FFrame& Stack, AFortPickup** Ret); static UFortResourceItemDefinition* K2_GetResourceItemDefinition(EFortResourceType ResourceType); static void ApplyCharacterCosmetics(UObject* WorldContextObject, const TArray& CharacterParts, UObject* PlayerState, bool* bSuccess); static void GiveItemToInventoryOwnerHook(UObject* Context, FFrame& Stack, void* Ret); static void K2_RemoveItemFromPlayerHook(UObject* Context, FFrame& Stack, void* Ret); static void K2_RemoveItemFromPlayerByGuidHook(UObject* Context, FFrame& Stack, void* Ret); static void K2_GiveItemToPlayerHook(UObject* Context, FFrame& Stack, void* Ret); static void K2_RemoveFortItemFromPlayerHook(UObject* Context, FFrame& Stack, void* Ret); static AFortPickup* K2_SpawnPickupInWorldHook(UObject* Context, FFrame& Stack, AFortPickup** Ret); static UClass* StaticClass(); };