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<feat: New project structure>
<feat: New release>
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73
dependencies/reboot/Project Reboot 3.0/BuildingContainer.h
vendored
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73
dependencies/reboot/Project Reboot 3.0/BuildingContainer.h
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#pragma once
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#include "BuildingSMActor.h"
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#include "FortPawn.h"
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class ABuildingContainer : public ABuildingSMActor
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{
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public:
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bool ShouldDestroyOnSearch()
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{
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static auto bDestroyContainerOnSearchOffset = GetOffset("bDestroyContainerOnSearch");
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static auto bDestroyContainerOnSearchFieldMask = GetFieldMask(GetProperty("bDestroyContainerOnSearch"));
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return this->ReadBitfieldValue(bDestroyContainerOnSearchOffset, bDestroyContainerOnSearchFieldMask);
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}
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FName& GetSearchLootTierGroup()
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{
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static auto SearchLootTierGroupOffset = this->GetOffset("SearchLootTierGroup");
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return Get<FName>(SearchLootTierGroupOffset);
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}
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bool IsAlreadySearched()
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{
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static auto bAlreadySearchedOffset = this->GetOffset("bAlreadySearched");
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static auto bAlreadySearchedFieldMask = GetFieldMask(this->GetProperty("bAlreadySearched"));
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return this->ReadBitfieldValue(bAlreadySearchedOffset, bAlreadySearchedFieldMask);
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}
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FVector& GetLootSpawnLocation_Athena()
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{
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static auto LootSpawnLocation_AthenaOffset = this->GetOffset("LootSpawnLocation_Athena");
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return this->Get<FVector>(LootSpawnLocation_AthenaOffset);
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}
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void SetAlreadySearched(bool bNewValue, bool bOnRep = true)
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{
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static auto bAlreadySearchedOffset = this->GetOffset("bAlreadySearched");
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static auto bAlreadySearchedFieldMask = GetFieldMask(this->GetProperty("bAlreadySearched"));
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this->SetBitfieldValue(bAlreadySearchedOffset, bAlreadySearchedFieldMask, bNewValue);
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if (bOnRep)
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{
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static auto OnRep_bAlreadySearchedFn = FindObject<UFunction>(L"/Script/FortniteGame.BuildingContainer.OnRep_bAlreadySearched");
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this->ProcessEvent(OnRep_bAlreadySearchedFn);
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}
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}
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FVector& GetLootSpawnLocation()
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{
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static auto LootSpawnLocationOffset = GetOffset("LootSpawnLocation");
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return Get<FVector>(LootSpawnLocationOffset);
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}
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float& GetLootNoiseRange()
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{
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static auto LootNoiseRangeOffset = GetOffset("LootNoiseRange");
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return Get<float>(LootNoiseRangeOffset);
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}
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void BounceContainer()
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{
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static auto BounceContainerFn = FindObject<UFunction>("/Script/FortniteGame.BuildingContainer.BounceContainer");
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this->ProcessEvent(BounceContainerFn);
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}
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bool SpawnLoot(AFortPawn* Pawn);
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static UClass* StaticClass()
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{
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static auto Class = FindObject<UClass>("/Script/FortniteGame.BuildingContainer");
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return Class;
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}
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};
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