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https://github.com/Auties00/Reboot-Launcher.git
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<feat: New project structure>
<feat: New release>
This commit is contained in:
150
dependencies/reboot/Project Reboot 3.0/GameplayStatics.cpp
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150
dependencies/reboot/Project Reboot 3.0/GameplayStatics.cpp
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#include "GameplayStatics.h"
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#include "reboot.h"
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TArray<AActor*> UGameplayStatics::GetAllActorsOfClass(const UObject* WorldContextObject, UClass* ActorClass)
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{
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static auto fn = FindObject<UFunction>(L"/Script/Engine.GameplayStatics.GetAllActorsOfClass");
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struct { const UObject* WorldContextObject; UClass* ActorClass; TArray<AActor*> OutActors; }
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UGameplayStatics_GetAllActorsOfClass_Params{ WorldContextObject, ActorClass };
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(fn, &UGameplayStatics_GetAllActorsOfClass_Params);
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return UGameplayStatics_GetAllActorsOfClass_Params.OutActors;
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}
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float UGameplayStatics::GetTimeSeconds(UObject* WorldContextObject)
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{
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static auto fn = FindObject<UFunction>(L"/Script/Engine.GameplayStatics.GetTimeSeconds");
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struct { UObject* WorldContextObject; float TimeSeconds; } GetTimeSecondsParams{WorldContextObject};
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(fn, &GetTimeSecondsParams);
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return GetTimeSecondsParams.TimeSeconds;
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}
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UObject* UGameplayStatics::SpawnObject(UClass* ObjectClass, UObject* Outer)
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{
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static auto fn = FindObject<UFunction>("/Script/Engine.GameplayStatics.SpawnObject");
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struct
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{
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UClass* ObjectClass; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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UObject* Outer; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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UObject* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} UGameplayStatics_SpawnObject_Params{ObjectClass, Outer};
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(fn, &UGameplayStatics_SpawnObject_Params);
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return UGameplayStatics_SpawnObject_Params.ReturnValue;
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}
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/* void UGameplayStatics::OpenLevel(UObject* WorldContextObject, FName LevelName, bool bAbsolute, const FString& Options)
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{
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static auto fn = FindObject<UFunction>("/Script/Engine.GameplayStatics.OpenLevel");
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struct
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{
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UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FName LevelName; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bAbsolute; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FString Options; // (Parm, ZeroConstructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} UGameplayStatics_OpenLevel_Params{WorldContextObject, LevelName, bAbsolute, Options};
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(fn, &UGameplayStatics_OpenLevel_Params);
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} */
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void UGameplayStatics::RemovePlayer(APlayerController* Player, bool bDestroyPawn)
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{
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static auto fn = FindObject<UFunction>("/Script/Engine.GameplayStatics.RemovePlayer");
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struct
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{
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APlayerController* Player; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bDestroyPawn; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} UGameplayStatics_RemovePlayer_Params{Player, bDestroyPawn};
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(fn, &UGameplayStatics_RemovePlayer_Params);
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}
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AActor* UGameplayStatics::BeginDeferredActorSpawnFromClass(const UObject* WorldContextObject, UClass* ActorClass, const FTransform& SpawnTransform, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride, AActor* Owner)
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{
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static auto fn = FindObject<UFunction>(L"/Script/Engine.GameplayStatics.BeginDeferredActorSpawnFromClass");
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struct
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{
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const UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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UClass* ActorClass; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FTransform SpawnTransform; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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ESpawnActorCollisionHandlingMethod CollisionHandlingOverride; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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AActor* Owner; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} UGameplayStatics_BeginDeferredActorSpawnFromClass_Params{ WorldContextObject, ActorClass, SpawnTransform, CollisionHandlingOverride, Owner };
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(fn, &UGameplayStatics_BeginDeferredActorSpawnFromClass_Params);
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return UGameplayStatics_BeginDeferredActorSpawnFromClass_Params.ReturnValue;
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}
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AActor* UGameplayStatics::FinishSpawningActor(AActor* Actor, const FTransform& SpawnTransform)
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{
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static auto FinishSpawningActorFn = FindObject<UFunction>(L"/Script/Engine.GameplayStatics.FinishSpawningActor");
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struct
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{
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AActor* Actor; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FTransform SpawnTransform; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} UGameplayStatics_FinishSpawningActor_Params{ Actor, SpawnTransform };
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(FinishSpawningActorFn, &UGameplayStatics_FinishSpawningActor_Params);
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return UGameplayStatics_FinishSpawningActor_Params.ReturnValue;
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}
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void UGameplayStatics::LoadStreamLevel(UObject* WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, const FLatentActionInfo& LatentInfo)
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{
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static auto LoadStreamLevelFn = FindObject<UFunction>(L"/Script/Engine.GameplayStatics.LoadStreamLevel");
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struct
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{
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UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FName LevelName; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bMakeVisibleAfterLoad; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool bShouldBlockOnLoad; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FLatentActionInfo LatentInfo; // (Parm, NoDestructor, NativeAccessSpecifierPublic)
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} UGameplayStatics_LoadStreamLevel_Params{WorldContextObject, LevelName, bMakeVisibleAfterLoad, bShouldBlockOnLoad, LatentInfo};
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(LoadStreamLevelFn, &UGameplayStatics_LoadStreamLevel_Params);
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}
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void UGameplayStatics::UnloadStreamLevel(UObject* WorldContextObject, FName LevelName, const FLatentActionInfo& LatentInfo, bool bShouldBlockOnUnload)
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{
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static auto UnloadStreamLevelFn = FindObject<UFunction>(L"/Script/Engine.GameplayStatics.UnloadStreamLevel");
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struct
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{
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UObject* WorldContextObject; // (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FName LevelName; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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FLatentActionInfo LatentInfo; // (Parm, NoDestructor, NativeAccessSpecifierPublic)
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bool bShouldBlockOnUnload; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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} UGameplayStatics_UnloadStreamLevel_Params{WorldContextObject, LevelName, LatentInfo, bShouldBlockOnUnload};
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static auto defaultObj = StaticClass();
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defaultObj->ProcessEvent(UnloadStreamLevelFn, &UGameplayStatics_UnloadStreamLevel_Params);
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}
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UClass* UGameplayStatics::StaticClass()
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{
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static auto Class = FindObject<UClass>(L"/Script/Engine.GameplayStatics");
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return Class;
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}
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