#include "FortPawn.h" #include "reboot.h" AFortWeapon* AFortPawn::EquipWeaponDefinition(UFortWeaponItemDefinition* WeaponData, const FGuid& ItemEntryGuid) { static auto EquipWeaponDefinitionFn = FindObject("/Script/FortniteGame.FortPawn.EquipWeaponDefinition"); struct { UObject* Def; FGuid Guid; AFortWeapon* Wep; } params{ WeaponData, ItemEntryGuid }; this->ProcessEvent(EquipWeaponDefinitionFn, ¶ms); return params.Wep; } bool AFortPawn::PickUpActor(AActor* PickupTarget, UFortDecoItemDefinition* PlacementDecoItemDefinition) { static auto fn = FindObject("/Script/FortniteGame.FortPawn.PickUpActor"); struct { AActor* PickupTarget; UFortDecoItemDefinition* PlacementDecoItemDefinition; bool ReturnValue; } AFortPawn_PickUpActor_Params{ PickupTarget, PlacementDecoItemDefinition }; this->ProcessEvent(fn, &AFortPawn_PickUpActor_Params); return AFortPawn_PickUpActor_Params.ReturnValue; } void AFortPawn::SetHealth(float NewHealth) { static auto SetHealthFn = FindObject("/Script/FortniteGame.FortPawn.SetHealth"); if (SetHealthFn) this->ProcessEvent(SetHealthFn, &NewHealth); } void AFortPawn::SetShield(float NewShield) { static auto SetShieldFn = FindObject("/Script/FortniteGame.FortPawn.SetShield"); if (SetShieldFn) this->ProcessEvent(SetShieldFn, &NewShield); } UClass* AFortPawn::StaticClass() { static auto Class = FindObject("/Script/FortniteGame.FortPawn"); return Class; }