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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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36
dependencies/reboot/Project Reboot 3.0/FortWeapon.h
vendored
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36
dependencies/reboot/Project Reboot 3.0/FortWeapon.h
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#pragma once
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#include "Actor.h"
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#include "GameplayAbilitySpec.h"
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#include "Stack.h"
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class AFortWeapon : public AActor
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{
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public:
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static inline void (*ServerReleaseWeaponAbilityOriginal)(UObject* Context, FFrame* Stack, void* Ret);
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static inline void (*OnPlayImpactFXOriginal)(AFortWeapon* Weapon, __int64 HitResult, uint8_t ImpactPhysicalSurface, UObject* SpawnedPSC);
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template <typename T = class UFortWeaponItemDefinition>
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T* GetWeaponData()
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{
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static auto WeaponDataOffset = GetOffset("WeaponData");
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return Get<T*>(WeaponDataOffset);
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}
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FGuid& GetItemEntryGuid()
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{
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static auto ItemEntryGuidOffset = GetOffset("ItemEntryGuid");
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return Get<FGuid>(ItemEntryGuidOffset);
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}
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int& GetAmmoCount()
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{
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static auto AmmoCountOffset = GetOffset("AmmoCount");
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return Get<int>(AmmoCountOffset);
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}
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static void OnPlayImpactFXHook(AFortWeapon* Weapon, __int64 HitResult, uint8_t ImpactPhysicalSurface, UObject* SpawnedPSC);
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static void ServerReleaseWeaponAbilityHook(UObject* Context, FFrame* Stack, void* Ret);
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static UClass* StaticClass();
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};
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