#pragma once #include "Actor.h" #include "CurveTable.h" #include "GameplayAbilityTypes.h" #include "FortWorldItemDefinition.h" #include "Stack.h" #include "FortAthenaMutator.h" struct FItemsToGive { UFortWorldItemDefinition* ItemToDrop; // 0x0000(0x0008) (Edit, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) FScalableFloat NumberToGive; // 0x0008(0x0020) (Edit, NativeAccessSpecifierPublic) }; class AFortAthenaMutator_GiveItemsAtGamePhaseStep : public AFortAthenaMutator { public: static inline void (*OnGamePhaseStepChangedOriginal)(UObject* Context, FFrame& Stack, void* Ret); uint8_t& GetPhaseToGiveItems() { static auto PhaseToGiveItemsOffset = GetOffset("PhaseToGiveItems"); return Get(PhaseToGiveItemsOffset); } TArray& GetItemsToGive() { static auto ItemsToGiveOffset = GetOffset("ItemsToGive"); return Get>(ItemsToGiveOffset); } static void OnGamePhaseStepChangedHook(UObject* Context, FFrame& Stack, void* Ret); static UClass* StaticClass() { static auto Class = FindObject("/Script/FortniteGame.FortAthenaMutator_GiveItemsAtGamePhaseStep"); return Class; } };