#pragma once #include "Object.h" #include "UnrealString.h" #include "World.h" class UWorld; struct FURL // idk where this actually goes { FString Protocol; // 0x0000(0x0010) (ZeroConstructor) FString Host; // 0x0010(0x0010) (ZeroConstructor) int Port; // 0x0020(0x0004) (ZeroConstructor, IsPlainOldData) int Valid; // 0x0024(0x0004) (ZeroConstructor, IsPlainOldData) FString Map; // 0x0028(0x0010) (ZeroConstructor) FString RedirectUrl; // 0x0038(0x0010) (ZeroConstructor) TArray Op; // 0x0048(0x0010) (ZeroConstructor) FString Portal; // 0x0058(0x0010) (ZeroConstructor) }; class UNetDriver : public UObject { public: // static inline int ReplicationDriverOffset = 0; static inline bool (*InitListenOriginal)(UNetDriver* NetDriver, FNetworkNotify* InNotify, FURL& ListenURL, bool bReuseAddressAndPort, FString& Error); static inline void (*SetWorldOriginal)(UNetDriver* NetDriver, UWorld* World); static inline void (*TickFlushOriginal)(UNetDriver* NetDriver); static void TickFlushHook(UNetDriver* NetDriver); bool InitListen(FNetworkNotify* InNotify, FURL& ListenURL, bool bReuseAddressAndPort, FString& Error) { return InitListenOriginal(this, InNotify, ListenURL, bReuseAddressAndPort, Error); } void SetWorld(UWorld* World) { return SetWorldOriginal(this, World); } void ServerReplicateActors(); };