#pragma once #include "FortPlayerState.h" #include "Stack.h" class AFortPlayerStateAthena : public AFortPlayerState { public: static inline void (*ServerSetInAircraftOriginal)(UObject* Context, FFrame& Stack, void* Ret); uint8& GetSquadId() { static auto SquadIdOffset = GetOffset("SquadId"); return Get(SquadIdOffset); } uint8& GetTeamIndex() { static auto TeamIndexOffset = GetOffset("TeamIndex"); return Get(TeamIndexOffset); } int& GetPlace() { static auto PlaceOffset = GetOffset("Place"); return Get(PlaceOffset); } bool IsInAircraft() { static auto bInAircraftOffset = GetOffset("bInAircraft"); static auto bInAircraftFieldMask = GetFieldMask(GetProperty("bInAircraft")); return ReadBitfieldValue(bInAircraftOffset, bInAircraftFieldMask); } bool HasThankedBusDriver() { static auto bThankedBusDriverOffset = GetOffset("bThankedBusDriver"); static auto bThankedBusDriverFieldMask = GetFieldMask(GetProperty("bThankedBusDriver")); return ReadBitfieldValue(bThankedBusDriverOffset, bThankedBusDriverFieldMask); } void ClientReportKill(AFortPlayerStateAthena* Player) { static auto ClientReportKillFn = FindObject("/Script/FortniteGame.FortPlayerStateAthena.ClientReportKill"); this->ProcessEvent(ClientReportKillFn, &Player); } static void ServerSetInAircraftHook(UObject* Context, FFrame& Stack, void* Ret); static UClass* StaticClass() { static auto Class = FindObject("/Script/FortniteGame.FortPlayerStateAthena"); return Class; } };