mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 10:52:22 +01:00
41 lines
2.2 KiB
C++
41 lines
2.2 KiB
C++
#pragma once
|
|
|
|
#include "Object.h"
|
|
#include "GameplayAbilitySpec.h"
|
|
|
|
struct PadHex10 { char Pad[0x10]; };
|
|
struct PadHex18 { char Pad[0x18]; };
|
|
struct PadHexA8 { char Pad[0xA8]; };
|
|
struct PadHexB0 { char Pad[0xB0]; };
|
|
|
|
// using FPredictionKey = PadHex18;
|
|
// using FGameplayEventData = PadHexA8;
|
|
|
|
// using FPredictionKey = PadHex10;
|
|
using FGameplayEventData = PadHexB0;
|
|
|
|
using FPredictionKey = __int64;
|
|
// using FGameplayEventData = __int64;
|
|
|
|
class UAbilitySystemComponent : public UObject
|
|
{
|
|
public:
|
|
static inline FGameplayAbilitySpecHandle* (*GiveAbilityOriginal)(UAbilitySystemComponent*, FGameplayAbilitySpecHandle*, __int64 inSpec);
|
|
static inline bool (*InternalTryActivateAbilityOriginal)(UAbilitySystemComponent*, FGameplayAbilitySpecHandle Handle, PadHex10 InPredictionKey, UObject** OutInstancedAbility, void* OnGameplayAbilityEndedDelegate, const FGameplayEventData* TriggerEventData);
|
|
static inline bool (*InternalTryActivateAbilityOriginal2)(UAbilitySystemComponent*, FGameplayAbilitySpecHandle Handle, PadHex18 InPredictionKey, UObject** OutInstancedAbility, void* OnGameplayAbilityEndedDelegate, const FGameplayEventData* TriggerEventData);
|
|
|
|
void ClientActivateAbilityFailed(FGameplayAbilitySpecHandle AbilityToActivate, int16_t PredictionKey)
|
|
{
|
|
struct { FGameplayAbilitySpecHandle AbilityToActivate; int16_t PredictionKey; } UAbilitySystemComponent_ClientActivateAbilityFailed_Params{ AbilityToActivate, PredictionKey };
|
|
static auto fn = FindObject<UFunction>(L"/Script/GameplayAbilities.AbilitySystemComponent.ClientActivateAbilityFailed");
|
|
|
|
this->ProcessEvent(fn, &UAbilitySystemComponent_ClientActivateAbilityFailed_Params);
|
|
}
|
|
|
|
void RemoveActiveGameplayEffectBySourceEffect(UClass* GEClass, int StacksToRemove, UAbilitySystemComponent* Instigator);
|
|
void ConsumeAllReplicatedData(FGameplayAbilitySpecHandle AbilityHandle, FPredictionKey* AbilityOriginalPredictionKey);
|
|
FGameplayAbilitySpecHandle GiveAbilityEasy(UClass* AbilityClass);
|
|
FGameplayAbilitySpec* FindAbilitySpecFromHandle(FGameplayAbilitySpecHandle Handle);
|
|
|
|
static void InternalServerTryActivateAbilityHook(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, const FPredictionKey* PredictionKey, const FGameplayEventData* TriggerEventData);
|
|
}; |