Files
Reboot-Launcher/dependencies/reboot/Project Reboot 3.0/GameplayStatics.cpp
Alessandro Autiero b41e22adeb <feat: New project structure>
<feat: New release>
2023-09-02 15:34:15 +02:00

150 lines
9.7 KiB
C++

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