mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 10:52:22 +01:00
81 lines
4.1 KiB
C++
81 lines
4.1 KiB
C++
#include "GameplayStatics.h"
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#include "reboot.h"
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TArray<AActor*> UGameplayStatics::GetAllActorsOfClass(const UObject* WorldContextObject, UClass* ActorClass)
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{
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static auto fn = FindObject<UFunction>(L"/Script/Engine.GameplayStatics.GetAllActorsOfClass");
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struct { const UObject* WorldContextObject; UClass* ActorClass; TArray<AActor*> OutActors; }
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UGameplayStatics_GetAllActorsOfClass_Params{ WorldContextObject, ActorClass };
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(fn, &UGameplayStatics_GetAllActorsOfClass_Params);
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return UGameplayStatics_GetAllActorsOfClass_Params.OutActors;
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}
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float UGameplayStatics::GetTimeSeconds(UObject* WorldContextObject)
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{
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static auto fn = FindObject<UFunction>(L"/Script/Engine.GameplayStatics.GetTimeSeconds");
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struct { UObject* WorldContextObject; float TimeSeconds; } GetTimeSecondsParams{WorldContextObject};
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(fn, &GetTimeSecondsParams);
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return GetTimeSecondsParams.TimeSeconds;
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}
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UObject* UGameplayStatics::SpawnObject(UClass* ObjectClass, UObject* Outer)
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{
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static auto fn = FindObject<UFunction>("/Script/Engine.GameplayStatics.SpawnObject");
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struct
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{
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UClass* ObjectClass; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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UObject* Outer; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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UObject* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} UGameplayStatics_SpawnObject_Params{ObjectClass, Outer};
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(fn, &UGameplayStatics_SpawnObject_Params);
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return UGameplayStatics_SpawnObject_Params.ReturnValue;
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}
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/* void UGameplayStatics::OpenLevel(UObject* WorldContextObject, FName LevelName, bool bAbsolute, const FString& Options)
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{
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static auto fn = FindObject<UFunction>("/Script/Engine.GameplayStatics.OpenLevel");
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struct
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{
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UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FName LevelName; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bAbsolute; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FString Options; // (Parm, ZeroConstructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} UGameplayStatics_OpenLevel_Params{WorldContextObject, LevelName, bAbsolute, Options};
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(fn, &UGameplayStatics_OpenLevel_Params);
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} */
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void UGameplayStatics::RemovePlayer(APlayerController* Player, bool bDestroyPawn)
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{
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static auto fn = FindObject<UFunction>("/Script/Engine.GameplayStatics.RemovePlayer");
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struct
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{
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APlayerController* Player; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bDestroyPawn; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} UGameplayStatics_RemovePlayer_Params{Player, bDestroyPawn};
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(fn, &UGameplayStatics_RemovePlayer_Params);
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}
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UClass* UGameplayStatics::StaticClass()
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{
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static auto Class = FindObject<UClass>(L"/Script/Engine.GameplayStatics");
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return Class;
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} |