#include "PlayerController.h" #include "GameplayStatics.h" #include "reboot.h" void APlayerController::ServerChangeName(FString& S) { static auto ServerChangeNameFn = FindObject(L"/Script/Engine.PlayerController.ServerChangeName"); this->ProcessEvent(ServerChangeNameFn, &S); } void APlayerController::SetPlayerIsWaiting(bool NewValue) { static auto bPlayerIsWaitingOffset = GetOffset("bPlayerIsWaiting"); static auto bPlayerIsWaitingFieldMask = GetFieldMask(this->GetProperty("bPlayerIsWaiting")); this->SetBitfieldValue(bPlayerIsWaitingOffset, bPlayerIsWaitingFieldMask, NewValue); } bool APlayerController::IsPlayerWaiting() { static auto bPlayerIsWaitingOffset = GetOffset("bPlayerIsWaiting"); static auto bPlayerIsWaitingFieldMask = GetFieldMask(this->GetProperty("bPlayerIsWaiting")); return this->ReadBitfieldValue(bPlayerIsWaitingOffset, bPlayerIsWaitingFieldMask); } UCheatManager*& APlayerController::SpawnCheatManager(UClass* CheatManagerClass) { GetCheatManager() = UGameplayStatics::SpawnObject(CheatManagerClass, this, true); return GetCheatManager(); } FRotator APlayerController::GetControlRotation() { static auto fn = FindObject(L"/Script/Engine.Controller.GetControlRotation"); FRotator rot; this->ProcessEvent(fn, &rot); return rot; } void APlayerController::ServerRestartPlayer() { static auto fn = FindObject(L"/Script/Engine.PlayerController.ServerRestartPlayer"); this->ProcessEvent(fn); } UClass* APlayerController::StaticClass() { static auto Class = FindObject(L"/Script/Engine.PlayerController"); return Class; }