Files
Project-Reboot-3.0/Project Reboot 3.0/BuildingContainer.h
Milxnor 143c22918f add 2.2
code consistency, added 2.2, added cheat op and deop, proper loot tiers according to playlist, improved performance
2023-05-21 21:10:26 -04:00

67 lines
2.1 KiB
C++

#pragma once
#include "BuildingSMActor.h"
#include "FortPawn.h"
class ABuildingContainer : public ABuildingSMActor
{
public:
bool ShouldDestroyOnSearch()
{
static auto bDestroyContainerOnSearchOffset = GetOffset("bDestroyContainerOnSearch");
static auto bDestroyContainerOnSearchFieldMask = GetFieldMask(GetProperty("bDestroyContainerOnSearch"));
return this->ReadBitfieldValue(bDestroyContainerOnSearchOffset, bDestroyContainerOnSearchFieldMask);
}
bool IsAlreadySearched()
{
static auto bAlreadySearchedOffset = this->GetOffset("bAlreadySearched");
static auto bAlreadySearchedFieldMask = GetFieldMask(this->GetProperty("bAlreadySearched"));
return this->ReadBitfieldValue(bAlreadySearchedOffset, bAlreadySearchedFieldMask);
}
FVector& GetLootSpawnLocation_Athena()
{
static auto LootSpawnLocation_AthenaOffset = this->GetOffset("LootSpawnLocation_Athena");
return this->Get<FVector>(LootSpawnLocation_AthenaOffset);
}
void SetAlreadySearched(bool bNewValue, bool bOnRep = true)
{
static auto bAlreadySearchedOffset = this->GetOffset("bAlreadySearched");
static auto bAlreadySearchedFieldMask = GetFieldMask(this->GetProperty("bAlreadySearched"));
this->SetBitfieldValue(bAlreadySearchedOffset, bAlreadySearchedFieldMask, bNewValue);
if (bOnRep)
{
static auto OnRep_bAlreadySearchedFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingContainer.OnRep_bAlreadySearched");
this->ProcessEvent(OnRep_bAlreadySearchedFn);
}
}
FVector& GetLootSpawnLocation()
{
static auto LootSpawnLocationOffset = GetOffset("LootSpawnLocation");
return Get<FVector>(LootSpawnLocationOffset);
}
float& GetLootNoiseRange()
{
static auto LootNoiseRangeOffset = GetOffset("LootNoiseRange");
return Get<float>(LootNoiseRangeOffset);
}
void BounceContainer()
{
static auto BounceContainerFn = FindObject<UFunction>("/Script/FortniteGame.BuildingContainer.BounceContainer");
this->ProcessEvent(BounceContainerFn);
}
bool SpawnLoot(AFortPawn* Pawn);
static UClass* StaticClass()
{
static auto Class = FindObject<UClass>("/Script/FortniteGame.BuildingContainer");
return Class;
}
};