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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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56
dependencies/reboot/Project Reboot 3.0/FortPawn.h
vendored
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56
dependencies/reboot/Project Reboot 3.0/FortPawn.h
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#pragma once
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#include "Pawn.h"
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#include "FortWeapon.h"
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#include "FortDecoItemDefinition.h"
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class AFortPawn : public APawn
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{
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public:
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static inline void (*NetMulticast_Athena_BatchedDamageCuesOriginal)(UObject* Context, FFrame* Stack, void* Ret);
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static inline void (*MovingEmoteStoppedOriginal)(UObject* Context, FFrame* Stack, void* Ret);
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AFortWeapon* EquipWeaponDefinition(UFortWeaponItemDefinition* WeaponData, const FGuid& ItemEntryGuid);
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bool PickUpActor(AActor* PickupTarget, UFortDecoItemDefinition* PlacementDecoItemDefinition);
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AFortWeapon*& GetCurrentWeapon()
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{
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static auto CurrentWeaponOffset = GetOffset("CurrentWeapon");
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return Get<AFortWeapon*>(CurrentWeaponOffset);
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}
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bool IsDBNO()
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{
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static auto bIsDBNOFieldMask = GetFieldMask(GetProperty("bIsDBNO"));
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static auto bIsDBNOOffset = GetOffset("bIsDBNO");
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return ReadBitfieldValue(bIsDBNOOffset, bIsDBNOFieldMask);
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}
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void SetDBNO(bool IsDBNO)
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{
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static auto bIsDBNOFieldMask = GetFieldMask(GetProperty("bIsDBNO"));
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static auto bIsDBNOOffset = GetOffset("bIsDBNO");
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this->SetBitfieldValue(bIsDBNOOffset, bIsDBNOFieldMask, IsDBNO);
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}
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void SetHasPlayedDying(bool NewValue)
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{
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static auto bPlayedDyingFieldMask = GetFieldMask(GetProperty("bPlayedDying"));
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static auto bPlayedDyingOffset = GetOffset("bPlayedDying");
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this->SetBitfieldValue(bPlayedDyingOffset, bPlayedDyingFieldMask, NewValue);
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}
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void OnRep_IsDBNO();
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float GetShield();
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float GetHealth();
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void SetHealth(float NewHealth);
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void SetMaxHealth(float NewHealthVal);
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void SetShield(float NewShield);
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static void NetMulticast_Athena_BatchedDamageCuesHook(UObject* Context, FFrame* Stack, void* Ret);
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static void MovingEmoteStoppedHook(UObject* Context, FFrame* Stack, void* Ret);
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static UClass* StaticClass();
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};
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