Files
Project-Reboot-3.0/Project Reboot 3.0/GameplayStatics.cpp
Milxnor 02717f33f3 a medium amount
fix some playlist starter loot, cleanup some code, fix death bugs on 1.8 and 1.7.2, fix reloading not taking items on 1.8 and 1.7.2, fix looting on s9, fix some s15 & s16 builds, fix bug with higher version looting
2023-04-30 22:12:03 -04:00

150 lines
9.7 KiB
C++

#include "GameplayStatics.h"
#include "reboot.h"
TArray<AActor*> UGameplayStatics::GetAllActorsOfClass(const UObject* WorldContextObject, UClass* ActorClass)
{
static auto fn = FindObject<UFunction>(L"/Script/Engine.GameplayStatics.GetAllActorsOfClass");
struct { const UObject* WorldContextObject; UClass* ActorClass; TArray<AActor*> OutActors; }
UGameplayStatics_GetAllActorsOfClass_Params{ WorldContextObject, ActorClass };
static auto defaultObj = StaticClass();
defaultObj->ProcessEvent(fn, &UGameplayStatics_GetAllActorsOfClass_Params);
return UGameplayStatics_GetAllActorsOfClass_Params.OutActors;
}
float UGameplayStatics::GetTimeSeconds(UObject* WorldContextObject)
{
static auto fn = FindObject<UFunction>(L"/Script/Engine.GameplayStatics.GetTimeSeconds");
struct { UObject* WorldContextObject; float TimeSeconds; } GetTimeSecondsParams{WorldContextObject};
static auto defaultObj = StaticClass();
defaultObj->ProcessEvent(fn, &GetTimeSecondsParams);
return GetTimeSecondsParams.TimeSeconds;
}
UObject* UGameplayStatics::SpawnObject(UClass* ObjectClass, UObject* Outer)
{
static auto fn = FindObject<UFunction>("/Script/Engine.GameplayStatics.SpawnObject");
struct
{
UClass* ObjectClass; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
UObject* Outer; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
UObject* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} UGameplayStatics_SpawnObject_Params{ObjectClass, Outer};
static auto defaultObj = StaticClass();
defaultObj->ProcessEvent(fn, &UGameplayStatics_SpawnObject_Params);
return UGameplayStatics_SpawnObject_Params.ReturnValue;
}
/* void UGameplayStatics::OpenLevel(UObject* WorldContextObject, FName LevelName, bool bAbsolute, const FString& Options)
{
static auto fn = FindObject<UFunction>("/Script/Engine.GameplayStatics.OpenLevel");
struct
{
UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FName LevelName; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bAbsolute; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FString Options; // (Parm, ZeroConstructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} UGameplayStatics_OpenLevel_Params{WorldContextObject, LevelName, bAbsolute, Options};
static auto defaultObj = StaticClass();
defaultObj->ProcessEvent(fn, &UGameplayStatics_OpenLevel_Params);
} */
void UGameplayStatics::RemovePlayer(APlayerController* Player, bool bDestroyPawn)
{
static auto fn = FindObject<UFunction>("/Script/Engine.GameplayStatics.RemovePlayer");
struct
{
APlayerController* Player; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bDestroyPawn; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} UGameplayStatics_RemovePlayer_Params{Player, bDestroyPawn};
static auto defaultObj = StaticClass();
defaultObj->ProcessEvent(fn, &UGameplayStatics_RemovePlayer_Params);
}
AActor* UGameplayStatics::BeginDeferredActorSpawnFromClass(const UObject* WorldContextObject, UClass* ActorClass, const FTransform& SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, AActor* Owner)
{
static auto fn = FindObject<UFunction>("/Script/Engine.GameplayStatics.BeginDeferredActorSpawnFromClass");
struct
{
const UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
UClass* ActorClass; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FTransform SpawnTransform; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
ESpawnActorCollisionHandlingMethod CollisionHandlingOverride; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
AActor* Owner; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} UGameplayStatics_BeginDeferredActorSpawnFromClass_Params{ WorldContextObject, ActorClass, SpawnTransform, CollisionHandlingOverride, Owner };
static auto defaultObj = StaticClass();
defaultObj->ProcessEvent(fn, &UGameplayStatics_BeginDeferredActorSpawnFromClass_Params);
return UGameplayStatics_BeginDeferredActorSpawnFromClass_Params.ReturnValue;
}
AActor* UGameplayStatics::FinishSpawningActor(AActor* Actor, const FTransform& SpawnTransform)
{
static auto FinishSpawningActorFn = FindObject<UFunction>("/Script/Engine.GameplayStatics.FinishSpawningActor");
struct
{
AActor* Actor; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FTransform SpawnTransform; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} UGameplayStatics_FinishSpawningActor_Params{ Actor, SpawnTransform };
static auto defaultObj = StaticClass();
defaultObj->ProcessEvent(FinishSpawningActorFn, &UGameplayStatics_FinishSpawningActor_Params);
return UGameplayStatics_FinishSpawningActor_Params.ReturnValue;
}
void UGameplayStatics::LoadStreamLevel(UObject* WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, const FLatentActionInfo& LatentInfo)
{
static auto LoadStreamLevelFn = FindObject<UFunction>("/Script/Engine.GameplayStatics.LoadStreamLevel");
struct
{
UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FName LevelName; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bMakeVisibleAfterLoad; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bShouldBlockOnLoad; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FLatentActionInfo LatentInfo; // (Parm, NoDestructor, NativeAccessSpecifierPublic)
} UGameplayStatics_LoadStreamLevel_Params{WorldContextObject, LevelName, bMakeVisibleAfterLoad, bShouldBlockOnLoad, LatentInfo};
static auto defaultObj = StaticClass();
defaultObj->ProcessEvent(LoadStreamLevelFn, &UGameplayStatics_LoadStreamLevel_Params);
}
void UGameplayStatics::UnloadStreamLevel(UObject* WorldContextObject, FName LevelName, const FLatentActionInfo& LatentInfo, bool bShouldBlockOnUnload)
{
static auto UnloadStreamLevelFn = FindObject<UFunction>("/Script/Engine.GameplayStatics.UnloadStreamLevel");
struct
{
UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FName LevelName; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FLatentActionInfo LatentInfo; // (Parm, NoDestructor, NativeAccessSpecifierPublic)
bool bShouldBlockOnUnload; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} UGameplayStatics_UnloadStreamLevel_Params{WorldContextObject, LevelName, LatentInfo, bShouldBlockOnUnload};
static auto defaultObj = StaticClass();
defaultObj->ProcessEvent(UnloadStreamLevelFn, &UGameplayStatics_UnloadStreamLevel_Params);
}
UClass* UGameplayStatics::StaticClass()
{
static auto Class = FindObject<UClass>(L"/Script/Engine.GameplayStatics");
return Class;
}