Files
Project-Reboot-3.0/Project Reboot 3.0/Actor.cpp

305 lines
9.8 KiB
C++

#include "Actor.h"
#include "Transform.h"
#include "reboot.h"
#include "GameplayStatics.h"
bool AActor::HasAuthority()
{
static auto RoleOffset = GetOffset("Role");
return Get<uint8_t>(RoleOffset) == 3;
}
bool AActor::IsTearOff()
{
static auto bTearOffOffset = GetOffset("bTearOff");
static auto bTearOffFieldMask = GetFieldMask(GetProperty("bTearOff"));
return ReadBitfieldValue(bTearOffOffset, bTearOffFieldMask);
}
/* FORCEINLINE */ ENetDormancy& AActor::GetNetDormancy()
{
static auto NetDormancyOffset = GetOffset("NetDormancy");
return Get<ENetDormancy>(NetDormancyOffset);
}
int32& AActor::GetNetTag()
{
static auto NetTagOffset = GetOffset("NetTag");
return Get<int32>(NetTagOffset);
}
FTransform AActor::GetTransform()
{
FTransform Ret;
static auto fn = FindObject<UFunction>(L"/Script/Engine.Actor.GetTransform");
this->ProcessEvent(fn, &Ret);
return Ret;
}
void AActor::SetNetDormancy(ENetDormancy Dormancy)
{
static auto SetNetDormancyFn = FindObject<UFunction>("/Script/Engine.Actor.SetNetDormancy");
this->ProcessEvent(SetNetDormancyFn, &Dormancy);
}
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::GetActorScale3D()
{
static auto GetActorScale3DFn = FindObject<UFunction>("/Script/Engine.Actor.GetActorScale3D");
FVector Scale3D;
this->ProcessEvent(GetActorScale3DFn, &Scale3D);
return Scale3D;
}
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::GetActorForwardVector()
{
static auto GetActorForwardVectorFn = FindObject<UFunction>("/Script/Engine.Actor.GetActorForwardVector");
FVector ret;
this->ProcessEvent(GetActorForwardVectorFn, &ret);
return ret;
}
FVector AActor::GetActorRightVector()
{
static auto GetActorRightVectorFn = FindObject<UFunction>("/Script/Engine.Actor.GetActorRightVector");
FVector ret;
this->ProcessEvent(GetActorRightVectorFn, &ret);
return ret;
}
FVector AActor::GetActorUpVector()
{
static auto GetActorUpVectorFn = FindObject<UFunction>("/Script/Engine.Actor.GetActorUpVector");
FVector ret;
this->ProcessEvent(GetActorUpVectorFn, &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>(L"/Script/Engine.Actor.FlushNetDormancy");
this->ProcessEvent(fn);
}
bool AActor::TeleportTo(const FVector& DestLocation, const FRotator& DestRotation)
{
static auto fn = FindObject<UFunction>(L"/Script/Engine.Actor.K2_TeleportTo");
struct
{
struct FVector DestLocation; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FRotator DestRotation; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} AActor_K2_TeleportTo_Params{DestLocation, DestRotation};
this->ProcessEvent(fn, &AActor_K2_TeleportTo_Params);
return AActor_K2_TeleportTo_Params.ReturnValue;
}
bool AActor::IsActorBeingDestroyed()
{
static auto bActorIsBeingDestroyedOffset = GetOffset("bActorIsBeingDestroyed");
static auto bActorIsBeingDestroyedFieldMask = GetFieldMask(GetProperty("bActorIsBeingDestroyed"));
return ReadBitfieldValue(bActorIsBeingDestroyedOffset, bActorIsBeingDestroyedFieldMask);
}
bool AActor::IsNetStartup()
{
static auto bNetStartupOffset = GetOffset("bNetStartup");
static auto bNetStartupFieldMask = GetFieldMask(GetProperty("bNetStartup"));
return ReadBitfieldValue(bNetStartupOffset, bNetStartupFieldMask);
}
void AActor::SetOwner(AActor* Owner)
{
static auto SetOwnerFn = FindObject<UFunction>(L"/Script/Engine.Actor.SetOwner");
this->ProcessEvent(SetOwnerFn, &Owner);
}
void AActor::ForceNetUpdate()
{
static auto ForceNetUpdateFn = FindObject<UFunction>(L"/Script/Engine.Actor.ForceNetUpdate");
this->ProcessEvent(ForceNetUpdateFn);
}
bool AActor::IsNetStartupActor()
{
return IsNetStartup(); // The implementation on this function depends on the version.
}
bool AActor::IsPendingKillPending()
{
return IsActorBeingDestroyed() || !IsValidChecked(this);
}
float& AActor::GetNetUpdateFrequency()
{
static auto NetUpdateFrequencyOffset = GetOffset("NetUpdateFrequency");
return Get<float>(NetUpdateFrequencyOffset);
}
float& AActor::GetMinNetUpdateFrequency()
{
static auto MinNetUpdateFrequencyOffset = GetOffset("MinNetUpdateFrequency");
return Get<float>(MinNetUpdateFrequencyOffset);
}
const AActor* AActor::GetNetOwner() const
{
static int GetNetOwnerOffset = 0x448; // 1.11
const AActor* (*GetNetOwnerOriginal)(const AActor*) = decltype(GetNetOwnerOriginal)(this->VFTable[GetNetOwnerOffset / 8]);
return GetNetOwnerOriginal(this);
}
void AActor::GetActorEyesViewPoint(FVector* OutLocation, FRotator* OutRotation) const
{
static auto GetActorEyesViewPointFn = FindObject<UFunction>(L"/Script/Engine.Actor.GetActorEyesViewPoint");
struct
{
struct FVector OutLocation; // (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FRotator OutRotation; // (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
} AActor_GetActorEyesViewPoint_Params{};
this->ProcessEvent(GetActorEyesViewPointFn, &AActor_GetActorEyesViewPoint_Params);
*OutLocation = AActor_GetActorEyesViewPoint_Params.OutLocation;
*OutRotation = AActor_GetActorEyesViewPoint_Params.OutRotation;
}
AActor* AActor::GetClosestActor(UClass* ActorClass, float DistMax, std::function<bool(AActor*)> AdditionalCheck)
{
float TargetDist = FLT_MAX;
AActor* TargetActor = nullptr;
TArray<AActor*> AllActors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), ActorClass);
auto ActorLocation = GetActorLocation();
for (int i = 0; i < AllActors.Num(); i++)
{
auto Actor = AllActors.at(i);
if (!Actor || Actor == this)
continue;
if (!AdditionalCheck(Actor))
continue;
auto CurrentActorLocation = Actor->GetActorLocation();
int Dist = float(sqrtf(powf(CurrentActorLocation.X - ActorLocation.X, 2.0) + powf(CurrentActorLocation.Y - ActorLocation.Y, 2.0) + powf(CurrentActorLocation.Z - ActorLocation.Z, 2.0))) / 100.f;
if (Dist <= DistMax && Dist < TargetDist)
{
TargetDist = Dist;
TargetActor = Actor;
}
}
AllActors.Free();
return TargetActor;
}
bool AActor::IsAlwaysRelevant()
{
static auto bAlwaysRelevantOffset = GetOffset("bAlwaysRelevant");
static auto bAlwaysRelevantFieldMask = GetFieldMask(GetProperty("bAlwaysRelevant"));
return ReadBitfieldValue(bAlwaysRelevantOffset, bAlwaysRelevantFieldMask);
}
bool AActor::UsesOwnerRelevancy()
{
static auto bNetUseOwnerRelevancyOffset = GetOffset("bNetUseOwnerRelevancy");
static auto bNetUseOwnerRelevancyFieldMask = GetFieldMask(GetProperty("bNetUseOwnerRelevancy"));
return ReadBitfieldValue(bNetUseOwnerRelevancyOffset, bNetUseOwnerRelevancyFieldMask);
}
bool AActor::IsOnlyRelevantToOwner()
{
static auto bOnlyRelevantToOwnerOffset = GetOffset("bOnlyRelevantToOwner");
static auto bOnlyRelevantToOwnerFieldMask = GetFieldMask(GetProperty("bOnlyRelevantToOwner"));
return ReadBitfieldValue(bOnlyRelevantToOwnerOffset, bOnlyRelevantToOwnerFieldMask);
}
bool AActor::CanBeDamaged()
{
static auto bCanBeDamagedOffset = GetOffset("bCanBeDamaged");
static auto bCanBeDamagedFieldMask = GetFieldMask(GetProperty("bCanBeDamaged"));
return ReadBitfieldValue(bCanBeDamagedOffset, bCanBeDamagedFieldMask);
}
void AActor::SetCanBeDamaged(bool NewValue)
{
static auto bCanBeDamagedOffset = GetOffset("bCanBeDamaged");
static auto bCanBeDamagedFieldMask = GetFieldMask(GetProperty("bCanBeDamaged"));
SetBitfieldValue(bCanBeDamagedOffset, bCanBeDamagedFieldMask, NewValue);
}
UClass* AActor::StaticClass()
{
static auto Class = FindObject<UClass>(L"/Script/Engine.Actor");
return Class;
}