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https://github.com/Milxnor/Project-Reboot-3.0.git
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50 lines
1.3 KiB
C++
50 lines
1.3 KiB
C++
#pragma once
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#include "Class.h"
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#include "Controller.h"
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#include "CheatManager.h"
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#include "UnrealString.h"
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#include "Rotator.h"
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class APlayerController : public AController
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{
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public:
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/* void Possess(APawn* Pawn)
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{
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static auto Possess = FindObject<UFunction>("/Script/Engine.Controller.Possess");
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this->ProcessEvent(Possess, &Pawn);
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}
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static inline void ServerAcknowledgePossessionHook(APlayerController* PlayerController, APawn* P)
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{
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static auto AcknowledgedPawnOffset = PlayerController->GetOffset("AcknowledgedPawn");
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PlayerController->Get<APawn*>(AcknowledgedPawnOffset) = P;
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} */
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class APlayerState*& GetPlayerState()
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{
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static auto PlayerStateOffset = this->GetOffset("PlayerState");
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return this->Get<class APlayerState*>(PlayerStateOffset);
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}
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class APawn*& GetPawn()
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{
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static auto PawnOffset = this->GetOffset("Pawn");
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return this->Get<class APawn*>(PawnOffset);
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}
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UCheatManager*& GetCheatManager()
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{
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static auto CheatManagerOffset = this->GetOffset("CheatManager");
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return this->Get<UCheatManager*>(CheatManagerOffset);
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}
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void ServerChangeName(FString& S);
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UCheatManager*& SpawnCheatManager(UClass* CheatManagerClass);
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FRotator GetControlRotation();
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void Possess(class APawn* Pawn);
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void ServerRestartPlayer();
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static UClass* StaticClass();
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}; |