Files
2023-05-19 23:18:56 -04:00

56 lines
1.7 KiB
C++

#pragma once
#include "Pawn.h"
#include "FortWeapon.h"
#include "FortDecoItemDefinition.h"
class AFortPawn : public APawn
{
public:
static inline void (*NetMulticast_Athena_BatchedDamageCuesOriginal)(UObject* Context, FFrame* Stack, void* Ret);
static inline void (*MovingEmoteStoppedOriginal)(UObject* Context, FFrame* Stack, void* Ret);
AFortWeapon* EquipWeaponDefinition(UFortWeaponItemDefinition* WeaponData, const FGuid& ItemEntryGuid);
bool PickUpActor(AActor* PickupTarget, UFortDecoItemDefinition* PlacementDecoItemDefinition);
AFortWeapon*& GetCurrentWeapon()
{
static auto CurrentWeaponOffset = GetOffset("CurrentWeapon");
return Get<AFortWeapon*>(CurrentWeaponOffset);
}
bool IsDBNO()
{
static auto bIsDBNOFieldMask = GetFieldMask(GetProperty("bIsDBNO"));
static auto bIsDBNOOffset = GetOffset("bIsDBNO");
return ReadBitfieldValue(bIsDBNOOffset, bIsDBNOFieldMask);
}
void SetDBNO(bool IsDBNO)
{
static auto bIsDBNOFieldMask = GetFieldMask(GetProperty("bIsDBNO"));
static auto bIsDBNOOffset = GetOffset("bIsDBNO");
this->SetBitfieldValue(bIsDBNOOffset, bIsDBNOFieldMask, IsDBNO);
}
void SetHasPlayedDying(bool NewValue)
{
static auto bPlayedDyingFieldMask = GetFieldMask(GetProperty("bPlayedDying"));
static auto bPlayedDyingOffset = GetOffset("bPlayedDying");
this->SetBitfieldValue(bPlayedDyingOffset, bPlayedDyingFieldMask, NewValue);
}
void OnRep_IsDBNO();
float GetShield();
float GetHealth();
void SetHealth(float NewHealth);
void SetMaxHealth(float NewHealthVal);
void SetShield(float NewShield);
static void NetMulticast_Athena_BatchedDamageCuesHook(UObject* Context, FFrame* Stack, void* Ret);
static void MovingEmoteStoppedHook(UObject* Context, FFrame* Stack, void* Ret);
static UClass* StaticClass();
};