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<feat: New project structure>
<feat: New release>
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51
dependencies/reboot/Project Reboot 3.0/FortVehicleItemDefinition.h
vendored
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51
dependencies/reboot/Project Reboot 3.0/FortVehicleItemDefinition.h
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#pragma once
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#include "SoftObjectPtr.h"
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#include "FortWorldItemDefinition.h"
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#include "GameplayAbilityTypes.h"
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class UFortVehicleItemDefinition : public UFortWorldItemDefinition
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{
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public:
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FScalableFloat* GetMinPercentWithGas()
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{
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static auto MinPercentWithGasOffset = GetOffset("MinPercentWithGas");
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return GetPtr<FScalableFloat>(MinPercentWithGasOffset);
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}
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FScalableFloat* GetMaxPercentWithGas()
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{
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static auto MaxPercentWithGasOffset = GetOffset("MaxPercentWithGas");
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return GetPtr<FScalableFloat>(MaxPercentWithGasOffset);
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}
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FScalableFloat* GetVehicleMinSpawnPercent()
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{
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static auto VehicleMinSpawnPercentOffset = GetOffset("VehicleMinSpawnPercent");
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return GetPtr<FScalableFloat>(VehicleMinSpawnPercentOffset);
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}
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FScalableFloat* GetVehicleMaxSpawnPercent()
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{
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static auto VehicleMaxSpawnPercentOffset = GetOffset("VehicleMaxSpawnPercent");
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return GetPtr<FScalableFloat>(VehicleMaxSpawnPercentOffset);
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}
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TSoftObjectPtr<UClass>* GetVehicleActorClassSoft()
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{
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static auto VehicleActorClassOffset = GetOffset("VehicleActorClass");
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return GetPtr<TSoftObjectPtr<UClass>>(VehicleActorClassOffset);
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}
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UClass* GetVehicleActorClass()
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{
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static auto BGAClass = FindObject<UClass>(L"/Script/Engine.BlueprintGeneratedClass");
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return GetVehicleActorClassSoft()->Get(BGAClass, true);
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}
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static UClass* StaticClass()
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{
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static auto Class = FindObject<UClass>(L"/Script/FortniteGame.FortVehicleItemDefinition");
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return Class;
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}
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};
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