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https://github.com/Auties00/Reboot-Launcher.git
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<feat: New project structure>
<feat: New release>
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109
dependencies/reboot/Project Reboot 3.0/FortKismetLibrary.h
vendored
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109
dependencies/reboot/Project Reboot 3.0/FortKismetLibrary.h
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#pragma once
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#include "Object.h"
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#include "FortResourceItemDefinition.h"
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#include "FortPlayerController.h"
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#include "BuildingSMActor.h"
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#include "FortPickup.h"
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using UFortInventoryOwnerInterface = UObject;
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struct FSpawnItemVariantParams
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{
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static UStruct* GetStruct()
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{
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static auto SpawnItemVariantsParamsStruct = FindObject<UStruct>("/Script/FortniteGame.SpawnItemVariantParams");
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return SpawnItemVariantsParamsStruct;
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}
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static int GetStructSize()
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{
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static auto StructSize = GetStruct()->GetPropertiesSize();
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return StructSize;
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}
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UFortWorldItemDefinition*& GetWorldItemDefinition()
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{
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static auto WorldItemDefinitionOffset = FindOffsetStruct("/Script/FortniteGame.SpawnItemVariantParams", "WorldItemDefinition");
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return *(UFortWorldItemDefinition**)(__int64(this) + WorldItemDefinitionOffset);
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}
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int& GetNumberToSpawn()
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{
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static auto NumberToSpawnOffset = FindOffsetStruct("/Script/FortniteGame.SpawnItemVariantParams", "NumberToSpawn");
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return *(int*)(__int64(this) + NumberToSpawnOffset);
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}
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uint8& GetSourceType()
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{
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static auto SourceTypeOffset = FindOffsetStruct("/Script/FortniteGame.SpawnItemVariantParams", "SourceType");
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return *(uint8*)(__int64(this) + SourceTypeOffset);
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}
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uint8& GetSource()
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{
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static auto SourceOffset = FindOffsetStruct("/Script/FortniteGame.SpawnItemVariantParams", "Source");
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return *(uint8*)(__int64(this) + SourceOffset);
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}
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FVector& GetDirection()
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{
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static auto DirectionOffset = FindOffsetStruct("/Script/FortniteGame.SpawnItemVariantParams", "Direction");
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return *(FVector*)(__int64(this) + DirectionOffset);
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}
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FVector& GetPosition()
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{
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static auto PositionOffset = FindOffsetStruct("/Script/FortniteGame.SpawnItemVariantParams", "Position");
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if (PositionOffset == -1)
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PositionOffset = 0x2C; // wtf
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return *(FVector*)(__int64(this) + PositionOffset);
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}
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};
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class UFortKismetLibrary : public UObject
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{
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public:
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static inline void (*K2_GiveItemToPlayerOriginal)(UObject* Context, FFrame& Stack, void* Ret);
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static inline void (*K2_RemoveItemFromPlayerOriginal)(UObject* Context, FFrame& Stack, void* Ret);
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static inline void (*K2_RemoveItemFromPlayerByGuidOriginal)(UObject* Context, FFrame& Stack, void* Ret);
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static inline void (*GiveItemToInventoryOwnerOriginal)(UObject* Context, FFrame& Stack, void* Ret);
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static inline void (*K2_RemoveFortItemFromPlayerOriginal)(UObject* Context, FFrame& Stack, void* Ret);
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static inline AFortPickup* (*K2_SpawnPickupInWorldOriginal)(UObject* Context, FFrame& Stack, AFortPickup** Ret);
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static inline bool (*PickLootDropsOriginal)(UObject* Context, FFrame& Stack, bool* Ret);
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static inline AFortPickup* (*K2_SpawnPickupInWorldWithClassOriginal)(UObject* Context, FFrame& Stack, AFortPickup** Ret);
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static inline void (*CreateTossAmmoPickupForWeaponItemDefinitionAtLocationOriginal)(UObject* Context, FFrame& Stack, void* Ret);
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static inline void (*K2_SpawnPickupInWorldWithLootTierOriginal)(UObject* Context, FFrame& Stack, void* Ret);
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static inline bool (*SpawnInstancedPickupInWorldOriginal)(UObject* Context, FFrame& Stack, bool* Ret);
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static inline void (*SpawnItemVariantPickupInWorldOriginal)(UObject* Context, FFrame& Stack, void* Ret);
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static inline void (*K2_GiveBuildingResourceOriginal)(UObject* Context, FFrame& Stack, void* Ret);
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static inline void (*PickLootDropsWithNamedWeightsOriginal)(UObject* Context, FFrame& Stack, void* Ret);
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static inline UObject* (*GetAIDirectorOriginal)(UObject* Context, FFrame& Stack, UObject** Ret);
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static inline UObject* (*GetAIGoalManagerOriginal)(UObject* Context, FFrame& Stack, UObject** Ret);
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static UFortResourceItemDefinition* K2_GetResourceItemDefinition(EFortResourceType ResourceType);
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static void ApplyCharacterCosmetics(UObject* WorldContextObject, const TArray<UObject*>& CharacterParts, UObject* PlayerState, bool* bSuccess);
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static FVector FindGroundLocationAt(UWorld* World, AActor* IgnoreActor, FVector InLocation, float TraceStartZ, float TraceEndZ, FName TraceName);
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static void PickLootDropsWithNamedWeightsHook(UObject* Context, FFrame& Stack, void* Ret);
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static void SpawnItemVariantPickupInWorldHook(UObject* Context, FFrame& Stack, void* Ret);
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static bool SpawnInstancedPickupInWorldHook(UObject* Context, FFrame& Stack, bool* Ret);
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static void K2_SpawnPickupInWorldWithLootTierHook(UObject* Context, FFrame& Stack, void* Ret);
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static void CreateTossAmmoPickupForWeaponItemDefinitionAtLocationHook(UObject* Context, FFrame& Stack, void* Ret);
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static void GiveItemToInventoryOwnerHook(UObject* Context, FFrame& Stack, void* Ret);
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static void K2_RemoveItemFromPlayerHook(UObject* Context, FFrame& Stack, void* Ret);
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static void K2_RemoveItemFromPlayerByGuidHook(UObject* Context, FFrame& Stack, void* Ret);
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static void K2_GiveItemToPlayerHook(UObject* Context, FFrame& Stack, void* Ret);
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static void K2_GiveBuildingResourceHook(UObject* Context, FFrame& Stack, void* Ret);
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static void K2_RemoveFortItemFromPlayerHook(UObject* Context, FFrame& Stack, void* Ret);
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static AFortPickup* K2_SpawnPickupInWorldHook(UObject* Context, FFrame& Stack, AFortPickup** Ret);
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static AFortPickup* K2_SpawnPickupInWorldWithClassHook(UObject* Context, FFrame& Stack, AFortPickup** Ret);
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static UObject* GetAIDirectorHook(UObject* Context, FFrame& Stack, UObject** Ret);
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static UObject* GetAIGoalManagerHook(UObject* Context, FFrame& Stack, UObject** Ret);
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static bool PickLootDropsHook(UObject* Context, FFrame& Stack, bool* Ret);
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static UClass* StaticClass();
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};
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