Files
Project-Reboot-3.0/Project Reboot 3.0/Actor.cpp
2023-03-12 16:00:26 -04:00

94 lines
2.6 KiB
C++

#include "Actor.h"
#include "Transform.h"
#include "reboot.h"
FTransform AActor::GetTransform()
{
FTransform Ret;
static auto fn = FindObject<UFunction>(L"/Script/Engine.Actor.GetTransform");
this->ProcessEvent(fn, &Ret);
return Ret;
}
AActor* AActor::GetOwner()
{
static auto GetOwnerFunction = FindObject<UFunction>("/Script/Engine.Actor.GetOwner");
AActor* Owner = nullptr;
this->ProcessEvent(GetOwnerFunction, &Owner);
return Owner;
}
void AActor::K2_DestroyActor()
{
static auto DestroyActorFn = FindObject<UFunction>("/Script/Engine.Actor.K2_DestroyActor");
this->ProcessEvent(DestroyActorFn);
}
UActorComponent* AActor::GetComponentByClass(class UClass* ComponentClass)
{
static auto fn = FindObject<UFunction>("/Script/Engine.Actor.GetComponentByClass");
struct
{
class UClass* ComponentClass; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
UActorComponent* ReturnValue; // (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} AActor_GetComponentByClass_Params{ComponentClass};
this->ProcessEvent(fn, &AActor_GetComponentByClass_Params);
return AActor_GetComponentByClass_Params.ReturnValue;
}
float AActor::GetDistanceTo(AActor* OtherActor)
{
static auto fn = FindObject<UFunction>("/Script/Engine.Actor.GetDistanceTo");
struct { AActor* OtherActor; float ReturnValue; } AActor_GetDistanceTo_Params{OtherActor};
this->ProcessEvent(fn, &AActor_GetDistanceTo_Params);
return AActor_GetDistanceTo_Params.ReturnValue;
}
FVector AActor::GetActorLocation()
{
static auto K2_GetActorLocationFn = FindObject<UFunction>("/Script/Engine.Actor.K2_GetActorLocation");
FVector ret;
this->ProcessEvent(K2_GetActorLocationFn, &ret);
return ret;
}
FVector AActor::GetActorRightVector()
{
static auto GetActorRightVectorFn = FindObject<UFunction>("/Script/Engine.Actor.GetActorRightVector");
FVector ret;
this->ProcessEvent(GetActorRightVectorFn, &ret);
return ret;
}
FRotator AActor::GetActorRotation()
{
static auto K2_GetActorRotationFn = FindObject<UFunction>(L"/Script/Engine.Actor.K2_GetActorRotation");
FRotator ret;
this->ProcessEvent(K2_GetActorRotationFn, &ret);
return ret;
}
void AActor::FlushNetDormancy()
{
static auto fn = FindObject<UFunction>("/Script/Engine.Actor.FlushNetDormancy");
this->ProcessEvent(fn);
}
UClass* AActor::StaticClass()
{
static auto Class = FindObject<UClass>(L"/Script/Engine.Actor");
return Class;
}