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https://github.com/Milxnor/Project-Reboot-3.0.git
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35 lines
1.8 KiB
C++
35 lines
1.8 KiB
C++
#pragma once
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#include "Object.h"
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#include "FortResourceItemDefinition.h"
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#include "FortPlayerController.h"
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#include "BuildingSMActor.h"
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#include "FortPickup.h"
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class UFortKismetLibrary : public UObject
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{
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public:
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using UFortInventoryOwnerInterface = UObject;
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static inline void (*K2_GiveItemToPlayerOriginal)(UObject* Context, FFrame& Stack, void* Ret);
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static inline void (*K2_RemoveItemFromPlayerOriginal)(UObject* Context, FFrame& Stack, void* Ret);
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static inline void (*K2_RemoveItemFromPlayerByGuidOriginal)(UObject* Context, FFrame& Stack, void* Ret);
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static inline void (*GiveItemToInventoryOwnerOriginal)(UObject* Context, FFrame& Stack, void* Ret);
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static inline void (*K2_RemoveFortItemFromPlayerOriginal)(UObject* Context, FFrame& Stack, void* Ret);
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static inline AFortPickup* (*K2_SpawnPickupInWorldOriginal)(UObject* Context, FFrame& Stack, AFortPickup** Ret);
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static inline bool (*PickLootDropsOriginal)(UObject* Context, FFrame& Stack, bool* Ret);
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static UFortResourceItemDefinition* K2_GetResourceItemDefinition(EFortResourceType ResourceType);
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static void ApplyCharacterCosmetics(UObject* WorldContextObject, const TArray<UObject*>& CharacterParts, UObject* PlayerState, bool* bSuccess);
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static void GiveItemToInventoryOwnerHook(UObject* Context, FFrame& Stack, void* Ret);
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static void K2_RemoveItemFromPlayerHook(UObject* Context, FFrame& Stack, void* Ret);
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static void K2_RemoveItemFromPlayerByGuidHook(UObject* Context, FFrame& Stack, void* Ret);
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static void K2_GiveItemToPlayerHook(UObject* Context, FFrame& Stack, void* Ret);
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static void K2_RemoveFortItemFromPlayerHook(UObject* Context, FFrame& Stack, void* Ret);
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static AFortPickup* K2_SpawnPickupInWorldHook(UObject* Context, FFrame& Stack, AFortPickup** Ret);
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static bool PickLootDropsHook(UObject* Context, FFrame& Stack, bool* Ret);
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static UClass* StaticClass();
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}; |