Files
pubg/SDK/PUBGM_Gameplay_classes.hpp
2026-05-02 14:30:03 +08:00

1407 lines
94 KiB
C++
Executable File

#pragma once
//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:40 2025
namespace SDK
{
//---------------------------------------------------------------------------
//Classes
//---------------------------------------------------------------------------
// Class Gameplay.UAEGameMode
// 0x0E90 (0x11D0 - 0x0340)
class AUAEGameMode : public AGameMode
{
public:
float GridCheckSize; // 0x0340(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
float DeepCheckSize; // 0x0344(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
int MaxPlayerLimit; // 0x0348(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
bool bEnableClimbing; // 0x034C(0x0001) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x3]; // 0x034D(0x0003) MISSED OFFSET
int WeatherID; // 0x0350(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
struct FString WeatherName; // 0x0354(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
int RoomMode; // 0x0360(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
int SeasonIdx; // 0x0364(0x0004) (Edit, ZeroConstructor, IsPlainOldData)
int AirdropId; // 0x0368(0x0004) (Edit, ZeroConstructor, IsPlainOldData)
float MeteorShowerRatio; // 0x036C(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
struct FString ItemTableName; // 0x0370(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
struct FString ItemClassPath; // 0x037C(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
struct FString PickupBoxConfigClassPath; // 0x0388(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
struct FString PickupBoxConfigDataTableName; // 0x0394(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
struct FString VehicleTableName; // 0x03A0(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
struct FString VehicleClassPath; // 0x03AC(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
int GameType; // 0x03B8(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
TMap<struct FString, float> BattleCustomConfig; // 0x03BC(0x0050) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
int MaxAllowReplicatedCharacterCount; // 0x03F8(0x0004) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
int AINoRepTimeInReady; // 0x03FC(0x0004) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
class UClass* ObserverPlayerStateClass; // 0x0400(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, NoClear, IsPlainOldData)
bool bEnableDamage; // 0x0404(0x0001) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
unsigned char UnknownData01[0x3]; // 0x0405(0x0003) MISSED OFFSET
float NearDeathRestoredOriginHealth; // 0x0408(0x0004) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
float NearDeathDecreateBreathRate; // 0x040C(0x0004) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
bool NearDeathApplyCurveLayeredDeathInterval; // 0x0410(0x0001) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
unsigned char UnknownData02[0x3]; // 0x0411(0x0003) MISSED OFFSET
float RescueOtherRestoreDuration; // 0x0414(0x0004) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
float DeadTombBoxLifeSpan; // 0x0418(0x0004) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
int DefaultPlayerBornPointID; // 0x041C(0x0004) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
TArray<class UGroupSpotSceneComponent*> ItemGroupComponents; // 0x0420(0x000C) (ExportObject, ZeroConstructor)
TArray<struct FIDIPDynamicBlock> IDIPDynamicBlocks; // 0x042C(0x000C) (ZeroConstructor)
TArray<class AActor*> DynamicBlockActors; // 0x0438(0x000C) (ZeroConstructor, Transient)
class AActor* ChosenPlayerStartBuildingGroup; // 0x0444(0x0004) (ZeroConstructor, Transient, IsPlainOldData)
TArray<struct FDynamicTriggerConfig> DynamicTriggerConfigs; // 0x0448(0x000C) (ZeroConstructor)
TArray<class AActor*> DynamicTriggers; // 0x0454(0x000C) (ZeroConstructor)
int IsGameModeFpp; // 0x0460(0x0004) (ZeroConstructor, IsPlainOldData)
TArray<struct FDropdownSchemeData> DropdownSchemeArray; // 0x0464(0x000C) (ZeroConstructor)
struct FString DelaySpawnActorPath; // 0x0470(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
unsigned char UnknownData03[0xB04]; // 0x047C(0x0B04) MISSED OFFSET
bool bIsPreCreatingPlayerController; // 0x0F80(0x0001) (ZeroConstructor, IsPlainOldData)
unsigned char UnknownData04[0x97]; // 0x0F81(0x0097) MISSED OFFSET
float OBInfoTimeStep; // 0x1018(0x0004) (BlueprintVisible, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData05[0x1C]; // 0x101C(0x001C) MISSED OFFSET
TArray<struct FAirDropBoxInOb> AirDropBoxInfoList; // 0x1038(0x000C) (ZeroConstructor)
TArray<uint32_t> FiringPlayerList; // 0x1044(0x000C) (ZeroConstructor)
TArray<class AUAEPlayerController*> ObserverControllerList; // 0x1050(0x000C) (ZeroConstructor)
unsigned char UnknownData06[0x104]; // 0x105C(0x0104) MISSED OFFSET
TArray<struct FAdvertisementActorConfig> AdvConfigList; // 0x1160(0x000C) (ZeroConstructor)
TArray<class AUAEAdvertisementActor*> AdvActorList; // 0x116C(0x000C) (ZeroConstructor, Transient)
bool bEnablePlaneBanner; // 0x1178(0x0001) (ZeroConstructor, IsPlainOldData)
unsigned char UnknownData07[0x3]; // 0x1179(0x0003) MISSED OFFSET
struct FString HttpPlaneBannerLeftImgPath; // 0x117C(0x000C) (ZeroConstructor)
struct FString HttpPlaneBannerRightImgPath; // 0x1188(0x000C) (ZeroConstructor)
struct FCakeInfo CakeInfo; // 0x1194(0x0018)
TArray<struct FCharacterOverrideAttrData> CharacterOverrideAttrs; // 0x11AC(0x000C) (ZeroConstructor)
unsigned char UnknownData08[0x18]; // 0x11B8(0x0018) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.UAEGameMode");
return pStaticClass;
}
void SyncPlayerNames();
void SyncNewCorpsData(TArray<struct FDSCorpsInfo> OutCorpsData);
class APawn* SpawnUAEPawnFor(class AController* NewPlayer, const struct FTransform& Trans);
void SoftKickPlayer(uint32_t PlayerKey, const struct FName& PlayerType, bool bSendFailure, const struct FString& FailureMessage);
void SetPlayerOpenId(uint32_t InPlayerKey, const struct FString& InPlayerOpenID);
struct FGameModeTeamBattleResultData RetrieveTeamBattleResultData(int TeamID);
void RetrieveBattleData(struct FBattleData* OutBattleData);
void RestartPlayerAtPlayerStart(class AController* NewPlayer, class AActor* StartSpot);
void Rescue(class APawn* RescueWho, class APawn* Hero);
void RegisterItemGroupSpotsByTag(const struct FName& Tag, class UGroupSpotSceneComponent* GroupSpotComponent);
void RegisterItemGroupSpots(class UGroupSpotSceneComponent* GroupSpotComponent);
void RefreshWorldActiveRange();
void RefreshWatchTeammates(class AUAEPlayerController* InController, int InTeamID);
void RefreshPlayerNames(uint32_t InPlayerKey, const struct FString& InPlayerName, int TeamID, bool IsLogin);
int RecoardAlivePlayerNum();
class APlayerController* PreCreatePlayerController(uint32_t PlayerKey);
void OnPlayerFiring(uint32_t InPlayerKey);
void OnObserverLogout(class AUAEPlayerController* InController);
void OnObserverLogin(class AUAEPlayerController* InController);
void OnMsg(const struct FString& Msg);
void OnAirDropBoxLanded(int boxId, const struct FVector& pos);
void OnAirDropBoxEmpty(int boxId);
void NotifyPlayerExit(uint32_t PlayerKey, const struct FName& PlayerType, bool bDestroyPlayerController, bool bDestroyCharacter, bool bSendFailure, const struct FString& FailureMessage);
void NotifyPlayerAbleToExitSafely(uint32_t PlayerKey, const struct FName& PlayerType);
void NotifyGameModeInit();
void NotifyAIPlayerEnter(uint32_t PlayerKey);
float ModifyDamage(float Damage, const struct FDamageEvent& DamageEvent, class AController* EventInstigator, class AController* VictimController, class AActor* DamageCauser);
void Killed(class AController* Killer, class AController* VictimPlayer, class APawn* VictimPawn, class UDamageType* DamageType);
void InitWorldActiveRange();
void InitGenerator();
void InitDynamicTriggers();
void InitDynamicBlocks();
void InitAdvertisement();
void HeartBeat();
bool HasDynamicBlocks();
void HandlePlayerPaintDecalResponse(uint32_t PlayerKey, const struct FName& PlayerType, int Result, int DecalId, int Count);
void HandlePlayerGiftItemResponse(uint32_t PlayerKey, const struct FName& PlayerType, int Result, int GiftResID, int Count);
void GotoNearDeath(class AController* DamageInstigator, class APawn* VictimPawn);
int GetSurvivingTeamCount();
int GetSurvivingCharacterCount();
TArray<class AUAEPlayerState*> GetPlayerStateListWithTeamID(int TeamID, const struct FName& PlayerType);
TArray<class AUAEPlayerController*> GetPlayerControllerListWithTeamID(int TeamID, const struct FName& PlayerType);
void GetPlayerAndRealAiNum(int* OutPlayerNum, int* OutRealAiNum);
TArray<class AUAEPlayerController*> GetObserverControllerList();
class AUAEPlayerState* FindPlayerStateWithPlayerKey(uint32_t PlayerKey, const struct FName& PlayerType);
class AUAEPlayerController* FindPlayerControllerWithPlayerKey(uint32_t PlayerKey, const struct FName& PlayerType);
void DestroyNoActiveWorldActor(struct FVector* Location, float* Radius);
void DestroyCharacterForPlayerController(class APlayerController* PC);
void DebugEnterFriendObserver(class AUAEPlayerController* InController);
void CollectAllPlayerInfo(float DeltaSeconds);
void ChangeName(class AController* Controller, const struct FString& NewName, bool bNameChange);
void AddAirDropBox(int boxId, const struct FVector& pos);
};
// Class Gameplay.UAEGameState
// 0x0008 (0x0310 - 0x0308)
class AUAEGameState : public AGameState
{
public:
unsigned char UnknownData00[0x6]; // 0x0308(0x0006) MISSED OFFSET
bool IsSetItemMaxCount; // 0x030E(0x0001) (ZeroConstructor, Config, IsPlainOldData)
unsigned char UnknownData01[0x1]; // 0x030F(0x0001) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.UAEGameState");
return pStaticClass;
}
};
// Class Gameplay.UAEPlayerState
// 0x0268 (0x0588 - 0x0320)
class AUAEPlayerState : public APlayerState
{
public:
float surviveTime; // 0x0320(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
float Pronetime; // 0x0324(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x8]; // 0x0328(0x0008) MISSED OFFSET
float marchDistance; // 0x0330(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
float travelDistance; // 0x0334(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
float DriveDistance; // 0x0338(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
int destroyVehicleNum; // 0x033C(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
int rescueTimes; // 0x0340(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
int startToRescueTimes; // 0x0344(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
int GVMemberID; // 0x0348(0x0004) (Net, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData01[0x4]; // 0x034C(0x0004) MISSED OFFSET
struct FName PlayerType; // 0x0350(0x0008) (ZeroConstructor, IsPlainOldData)
bool bIsMonster; // 0x0358(0x0001) (ZeroConstructor, IsPlainOldData)
unsigned char UnknownData02[0x3]; // 0x0359(0x0003) MISSED OFFSET
uint32_t PlayerKey; // 0x035C(0x0004) (Net, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData03[0x10]; // 0x0360(0x0010) MISSED OFFSET
uint64_t UID; // 0x0370(0x0008) (Net, ZeroConstructor, IsPlainOldData)
struct FString PlayerUID; // 0x0378(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
int TeamID; // 0x0384(0x0004) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData)
int CampID; // 0x0388(0x0004) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData)
int PlayerBornPointID; // 0x038C(0x0004) (ZeroConstructor, IsPlainOldData)
int Kills; // 0x0390(0x0004) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData04[0x8]; // 0x0394(0x0008) MISSED OFFSET
int Assists; // 0x039C(0x0004) (BlueprintVisible, Net, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData05[0x4]; // 0x03A0(0x0004) MISSED OFFSET
unsigned char PlatformGender; // 0x03A4(0x0001) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData)
bool bIsFireworksActOpen; // 0x03A5(0x0001) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData06[0x2]; // 0x03A6(0x0002) MISSED OFFSET
int MatchLabel; // 0x03A8(0x0004) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData)
uint32_t Killer; // 0x03AC(0x0004) (ZeroConstructor, IsPlainOldData)
struct FString KillerName; // 0x03B0(0x000C) (ZeroConstructor)
int KillerWeaponId; // 0x03BC(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
float KillerDistance; // 0x03C0(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
int ShootWeaponShotNum; // 0x03C4(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
int ShootWeaponShotAndHitPlayerNum; // 0x03C8(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
int HeadShotNum; // 0x03CC(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
int HealTimes; // 0x03D0(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
float DamageAmount; // 0x03D4(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
float HealAmount; // 0x03D8(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
TArray<struct FString> KillFlow; // 0x03DC(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
unsigned char UnknownData07[0xC]; // 0x03E8(0x000C) MISSED OFFSET
TArray<struct FTLog_PickUpItemFlow> TLog_PickUpItemFlowData; // 0x03F4(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
TArray<struct FUseItemFlow> UseItemFlow; // 0x0400(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
TArray<struct FTLog_PropEquipUnequipFlow> TLog_PropEquipUnequipFlowData; // 0x040C(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
float OutsideBlueCircleTime; // 0x0418(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
TArray<struct FVehicleDriveDisData> VehicleDriveDisDataArray; // 0x041C(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
int FirstOpenedAirDropBoxNum; // 0x0428(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
float HitEnemyHeadAmount; // 0x042C(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
int GetPropsNumFromTeammates; // 0x0430(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
int SendPropsNumToTeammates; // 0x0434(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
struct FFlareGunReport FlareGunReport; // 0x0438(0x0010)
struct FVector LandLocation; // 0x0448(0x000C) (BlueprintVisible, BlueprintReadOnly, IsPlainOldData)
struct FVector DeadLocation; // 0x0454(0x000C) (BlueprintVisible, BlueprintReadOnly, IsPlainOldData)
struct FString DeadDamangeType; // 0x0460(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
struct FString DeadTimeStr; // 0x046C(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
unsigned char UnknownData08[0x8]; // 0x0478(0x0008) MISSED OFFSET
struct FEquipmentData EquipmentData; // 0x0480(0x0050)
unsigned char UnknownData09[0x8]; // 0x04D0(0x0008) MISSED OFFSET
bool bIsGameTerminator; // 0x04D8(0x0001) (ZeroConstructor, IsPlainOldData)
unsigned char UnknownData10[0x3]; // 0x04D9(0x0003) MISSED OFFSET
int GamePlayingTime; // 0x04DC(0x0004) (ZeroConstructor, IsPlainOldData)
unsigned char UnknownData11[0x4]; // 0x04E0(0x0004) MISSED OFFSET
int TouchDownAreaID; // 0x04E4(0x0004) (ZeroConstructor, IsPlainOldData)
int TouchDownLocTypeID; // 0x04E8(0x0004) (ZeroConstructor, IsPlainOldData)
struct FString TouchDownObjectName; // 0x04EC(0x000C) (ZeroConstructor)
TArray<struct FGameModePlayerTaskData> CompletedTaskList; // 0x04F8(0x000C) (ZeroConstructor)
TArray<struct FReportCollection> SpecialCollectionList; // 0x0504(0x000C) (ZeroConstructor)
TArray<struct FWeaponDamageRecord> WeaponDamageRecordList; // 0x0510(0x000C) (ZeroConstructor)
TArray<int> SecretAreaIDList; // 0x051C(0x000C) (ZeroConstructor)
TArray<struct FSpecialPickItemState> CollectItemRecord; // 0x0528(0x000C) (Net, ZeroConstructor)
int KillNumInVehicle; // 0x0534(0x0004) (ZeroConstructor, IsPlainOldData)
float TotalSprintDistance; // 0x0538(0x0004) (ZeroConstructor, IsPlainOldData)
float TotalBeenDamageAmount; // 0x053C(0x0004) (ZeroConstructor, IsPlainOldData)
float DestroyVehicleWheelNum; // 0x0540(0x0004) (ZeroConstructor, IsPlainOldData)
int BreakDoorNum; // 0x0544(0x0004) (ZeroConstructor, IsPlainOldData)
TArray<struct FUseItemFlow> UseSpecificBulletFlow; // 0x0548(0x000C) (ZeroConstructor)
int FollowState; // 0x0554(0x0004) (ZeroConstructor, IsPlainOldData)
int InviteTimes; // 0x0558(0x0004) (ZeroConstructor, IsPlainOldData)
int MemberIdInVoiceRoom; // 0x055C(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
bool PlayerVoiceEnable; // 0x0560(0x0001) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData12[0x27]; // 0x0561(0x0027) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.UAEPlayerState");
return pStaticClass;
}
void SetGVMemberIDServerCall(int memberID);
void SetGVMemberID(int memberID);
void ReportTaskExtInfo(int TaskID, const struct FString& ExtInfo);
void ReportTaskData(int TaskID, int process);
void ReportSpecialCollection(int ItemID, int Count);
void ReportSecretAreaID(int SecretAreaID);
void ReportLandLocType(int TouchDownLocType, const struct FString& TouchDownLocName);
void ReportLandArea(int TouchDownArea);
void OnReportSpecificBulletUsed(int ItemID, int Count);
void OnRep_UID();
void OnRep_PlayerKillsChange();
void OnRep_MatchLabel();
void OnRep_CollectItemRecord();
void OnRep_CampID();
bool IsSpecialPickItemCollectionCompleted(int ItemID);
bool IsSpecialPickItem(int ItemID);
uint32_t GetUserIDByMemberID(int memberID);
struct FString GetUIDString();
struct FGameModeTeammateBattleResultData GetTeammateBattleResultData();
struct FGameModePlayerBattleResultData GetPlayerBattleResultData();
void ChangeCollectItemRecord(int InItemID, bool InNewState);
};
// Class Gameplay.UAEPlayerController
// 0x0240 (0x0790 - 0x0550)
class AUAEPlayerController : public APlayerController
{
public:
unsigned char UnknownData00[0x10]; // 0x0550(0x0010) MISSED OFFSET
struct FName PlayerType; // 0x0560(0x0008) (ZeroConstructor, IsPlainOldData)
struct FString PlayerName; // 0x0568(0x000C) (Net, ZeroConstructor)
uint32_t PlayerKey; // 0x0574(0x0004) (Net, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData01[0xC]; // 0x0578(0x000C) MISSED OFFSET
int TeamID; // 0x0584(0x0004) (Net, ZeroConstructor, IsPlainOldData)
struct FVector CharacterLocation; // 0x0588(0x000C) (Net, IsPlainOldData)
int RoomMode; // 0x0594(0x0004) (Net, ZeroConstructor, IsPlainOldData)
struct FWeatherInfo WeatherInfo; // 0x0598(0x0014) (Net)
int PlayerStartID; // 0x05AC(0x0004) (Net, ZeroConstructor, IsPlainOldData)
bool bUsedSimulation; // 0x05B0(0x0001) (Net, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData02[0x3]; // 0x05B1(0x0003) MISSED OFFSET
struct FPlayerNetStats NetStats; // 0x05B4(0x0030)
unsigned char UnknownData03[0x10]; // 0x05E4(0x0010) MISSED OFFSET
TArray<struct FPlayerOBInfo> PlayerOBInfoList; // 0x05F4(0x000C) (BlueprintVisible, Net, ZeroConstructor)
bool bIsGM; // 0x0600(0x0001) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData04[0x1]; // 0x0601(0x0001) MISSED OFFSET
bool bIsTeammateEscaped; // 0x0602(0x0001) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
ECharacterGender DefaultCharacterGender; // 0x0603(0x0001) (Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
TArray<struct FGameModePlayerItem> InitialItemList; // 0x0604(0x000C) (ZeroConstructor)
TArray<struct FGameModePlayerItem> InitialWeaponAvatarList; // 0x0610(0x000C) (ZeroConstructor)
TMap<int, int> WeaponAvatarItemList; // 0x061C(0x0050) (ZeroConstructor)
TArray<struct FGameModePlayerExpressionItem> InitialExpressionItemList; // 0x0658(0x000C) (ZeroConstructor)
TArray<struct FGameModePlayerTaskData> InitialTaskDataList; // 0x0664(0x000C) (ZeroConstructor)
TArray<struct FSpecialPickItem> InitialSpecialPickItemList; // 0x0670(0x000C) (ZeroConstructor)
int AnchorPlatResID; // 0x067C(0x0004) (Net, ZeroConstructor, IsPlainOldData)
int AnchorPlatColorID; // 0x0680(0x0004) (Net, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData05[0x4]; // 0x0684(0x0004) MISSED OFFSET
int64_t LastGameResultTime; // 0x0688(0x0008) (Net, ZeroConstructor, IsPlainOldData)
bool bIsObserver; // 0x0690(0x0001) (Net, ZeroConstructor, IsPlainOldData)
bool bIsSpectating; // 0x0691(0x0001) (Net, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData06[0x2]; // 0x0692(0x0002) MISSED OFFSET
uint32_t WatchPlayerKey; // 0x0694(0x0004) (Net, ZeroConstructor, IsPlainOldData)
bool bIsWatchEnd; // 0x0698(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData07[0x3]; // 0x0699(0x0003) MISSED OFFSET
TArray<struct FString> FriendObservers; // 0x069C(0x000C) (Net, ZeroConstructor)
unsigned char UnknownData08[0x8]; // 0x06A8(0x0008) MISSED OFFSET
bool bIsSpectatingEnemy; // 0x06B0(0x0001) (Net, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData09[0x3]; // 0x06B1(0x0003) MISSED OFFSET
TWeakObjectPtr<class UUAEUserWidget> InGameUIRoot; // 0x06B4(0x0008) (Edit, BlueprintVisible, ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData)
unsigned char UnknownData10[0x3]; // 0x06BC(0x0003) MISSED OFFSET
bool bReconnected; // 0x06BF(0x0001) (Net, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData11[0x10]; // 0x06C0(0x0010) MISSED OFFSET
struct FScriptMulticastDelegate PlayerControllerLostDelegate; // 0x06D0(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable)
struct FScriptMulticastDelegate PlayerControllerRecoveredDelegate; // 0x06DC(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable)
struct FScriptMulticastDelegate PlayerControllerAboutToReconnectDelegate; // 0x06E8(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable)
struct FScriptMulticastDelegate PlayerControllerReconnectedDelegate; // 0x06F4(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable)
struct FScriptMulticastDelegate PlayerControllerRespawnedDelegate; // 0x0700(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable)
struct FScriptMulticastDelegate PlayerControllerAboutToExitDelegate; // 0x070C(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable)
unsigned char UnknownData12[0x78]; // 0x0718(0x0078) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.UAEPlayerController");
return pStaticClass;
}
void UpdatePlayerOBBattleInfo(const struct FString& UIDString, const struct FPlayerOBBattleInfo& NewBattleInfo);
void TestLogout();
void SetUsedSimulationCVar(bool Value);
void SetPanels(TArray<class UUAEUserWidget*> panels);
void ServerTestLogout();
void ServerSetVoiceId(int VoiceID);
void ServerKickSelf();
void ServerGotoSpectating(class APawn* ViewTarget);
void ServerExitGame();
void ServerAcknowledgeReconnection_2(uint32_t Token);
void ResetUsedSimulationCVar();
void ReleaseInGameUI();
void PrintStatistics();
void PlayerStartIDReceived();
void OnRep_WatchPlayerKey();
void OnRep_UsedSimulation();
void OnRep_PlayerOBInfoList();
void OnRep_LastGameResultTime();
void OnRep_IsSpectatingEnemy();
void OnRep_IsSpectating();
void OnRep_IsObserver();
void OnRep_FriendObservers();
void KickSelf();
bool IsSpectator();
bool IsRoomMode();
bool IsPureSpectator();
bool IsObserver();
bool IsInSpectatingEnemy();
bool IsInSpectating();
bool IsFriendOrEnemySpectator();
bool IsFriendObserver();
bool IsDemoRecSpectator();
bool IsDemoPlaySpectator();
void InitWithPlayerParams(const struct FGameModePlayerParams& Params);
void InitWeaponAvatarItems();
void InitPlayerOBInfoList();
void InitInGameUI();
int GotoSpectating(int PlayerID);
struct FString GetOBPlayerUIDString(const struct FPlayerOBInfo& PlayerOBInfo);
uint32_t GetCurrentOBPlayerKey();
int GetCurrentOBPlayerInfoIndex();
void ExitGame();
void ExhaustCPU();
void ExecDSCommand(const struct FString& DSCommand);
void ExcuteIntRecord(const struct FString& Key, int Count);
void ExcuteIntCounterRecord(const struct FString& Key, int Count);
void EnableInGameUI();
void DumpNetActors();
void DumpAllUI();
void DumpAllObjects();
void DumpAllActors();
void DoCrash();
void DisableInGameUI();
void ClientShowTeammateEscapeNotice();
void ClientInitPlayerOBInfoButton();
void ClientBroadcastRespawnComplete();
void ClientBroadcastReconnectionSuccessful();
void ClientAcknowledgeReconnection_4(uint32_t Token);
void CheckPlayerOBInfoButtonInit();
bool CheckAcknowledgedPawn(class APawn* InPawn);
void CastUIMsg(const struct FString& strMsg, const struct FString& module);
void CallLuaTableFunction(const struct FString& TableName, const struct FString& FunctionName);
void CallLuaGlobalFunction(const struct FString& FunctionName);
};
// Class Gameplay.ItemSceneComponent
// 0x0010 (0x02D0 - 0x02C0)
class UItemSceneComponent : public USceneComponent
{
public:
bool IsEditorNetCullDistance; // 0x02C0(0x0001) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x3]; // 0x02C1(0x0003) MISSED OFFSET
float NetCullDistance; // 0x02C4(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData01[0x8]; // 0x02C8(0x0008) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.ItemSceneComponent");
return pStaticClass;
}
};
// Class Gameplay.UAECharacter
// 0x0080 (0x0630 - 0x05B0)
class AUAECharacter : public ACharacter
{
public:
unsigned char UnknownData00[0x8]; // 0x05B0(0x0008) MISSED OFFSET
struct FName PlayerType; // 0x05B8(0x0008) (ZeroConstructor, IsPlainOldData)
struct FString PlayerName; // 0x05C0(0x000C) (Net, ZeroConstructor)
uint32_t PlayerKey; // 0x05CC(0x0004) (Net, ZeroConstructor, IsPlainOldData)
struct FString PlayerUID; // 0x05D0(0x000C) (Net, ZeroConstructor)
int TeamID; // 0x05DC(0x0004) (Net, ZeroConstructor, IsPlainOldData)
bool bTeamLeader; // 0x05E0(0x0001) (Net, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData01[0x3]; // 0x05E1(0x0003) MISSED OFFSET
int CampID; // 0x05E4(0x0004) (Net, ZeroConstructor, IsPlainOldData)
ECharacterGender DefaultCharacterGender; // 0x05E8(0x0001) (Net, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData02[0x3]; // 0x05E9(0x0003) MISSED OFFSET
TArray<struct FGameModePlayerItem> InitialItemList; // 0x05EC(0x000C) (ZeroConstructor)
TArray<struct FGameModePlayerTaskData> InitialTaskDataList; // 0x05F8(0x000C) (ZeroConstructor)
bool bIsAI; // 0x0604(0x0001) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData)
bool bIsMonster; // 0x0605(0x0001) (Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
unsigned char UnknownData03[0x12]; // 0x0606(0x0012) MISSED OFFSET
bool UseWholeBodyModel; // 0x0618(0x0001) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData)
bool DefaultIsUseWholeBodyModel; // 0x0619(0x0001) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
unsigned char UnknownData04[0x16]; // 0x061A(0x0016) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.UAECharacter");
return pStaticClass;
}
void RegisterAsRegionObject();
void OnRep_UseWholeModel();
void OnRep_TeamID();
void OnRep_PlayerName();
void OnRep_PlayerKey();
void OnRep_CampID();
void NotifyPlayerActiveRegionsChanged(bool bEnter);
struct FString GetPlayerKey();
TArray<class UActorComponent*> GetNonSimulatedComponents_OnFighting();
TArray<class UActorComponent*> GetNonSimulatedComponents_NonTeammates();
TArray<class UActorComponent*> GetNonSimulatedComponents();
TArray<class UActorComponent*> GetNonDedicatedComponents();
void DeactiveCameraOnSimulation();
void ClientAcknowledgeReconnection_3(uint32_t Token);
};
// Class Gameplay.UAEHouseActor
// 0x00A8 (0x0370 - 0x02C8)
class AUAEHouseActor : public AUAENetActor
{
public:
float WindowLoadDistanceSquared; // 0x02C8(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
float WindowLoadDistanceSquaredOnVeryLowDevice; // 0x02CC(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
float WindowLoadDistanceSquaredOnServer; // 0x02D0(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
TArray<struct FUAEWindowRepData> WindowList; // 0x02D4(0x000C) (Net, ZeroConstructor)
TMap<int, class UUAEWindowComponent*> WindowComponents; // 0x02E0(0x0050) (ExportObject, ZeroConstructor, Transient)
bool bEnableWindow; // 0x031C(0x0001) (ZeroConstructor, Config, IsPlainOldData)
unsigned char UnknownData00[0x53]; // 0x031D(0x0053) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.UAEHouseActor");
return pStaticClass;
}
void OnRep_WindowList();
void BroadcastWindowRepDataUpdated(const struct FUAEWindowRepData& InRepData);
};
// Class Gameplay.UAEOBState
// 0x0000 (0x0320 - 0x0320)
class AUAEOBState : public APlayerState
{
public:
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.UAEOBState");
return pStaticClass;
}
};
// Class Gameplay.BackpackComponent
// 0x0110 (0x01D0 - 0x00C0)
class UBackpackComponent : public UActorComponent
{
public:
unsigned char UnknownData00[0x4]; // 0x00C0(0x0004) MISSED OFFSET
struct FScriptMulticastDelegate ItemListUpdatedDelegate; // 0x00C4(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable)
struct FScriptMulticastDelegate SingleItemUpdatedDelegate; // 0x00D0(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable)
struct FScriptMulticastDelegate SingleItemDeleteDelegate; // 0x00DC(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable)
struct FScriptMulticastDelegate CapacityUpdatedDelegate; // 0x00E8(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable)
struct FScriptMulticastDelegate ItemOperationDelegate; // 0x00F4(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable)
struct FScriptMulticastDelegate ItemOperCountDelegate; // 0x0100(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable)
struct FScriptMulticastDelegate ItemOperationFailedDelegate; // 0x010C(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable)
struct FScriptMulticastDelegate ItemUpdatedDelegate; // 0x0118(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference)
struct FScriptMulticastDelegate ItemRemovedDelegate; // 0x0124(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference)
TArray<struct FSpecialPickInfo> specialCountLimit; // 0x0130(0x000C) (Net, ZeroConstructor)
unsigned char UnknownData01[0xC]; // 0x013C(0x000C) MISSED OFFSET
struct FIncNetArray ItemListNet; // 0x0148(0x0018) (Net)
TArray<struct FBattleItemData> CachItemList; // 0x0160(0x000C) (ZeroConstructor)
TArray<class UItemHandleBase*> ItemHandleList; // 0x016C(0x000C) (ZeroConstructor)
TMap<struct FItemDefineID, class UItemHandleBase*> ItemHandleMap; // 0x0178(0x0050) (ZeroConstructor)
int CapacityThreshold; // 0x01B4(0x0004) (Edit, ZeroConstructor, IsPlainOldData)
float Capacity; // 0x01B8(0x0004) (Edit, BlueprintVisible, Net, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
float OccupiedCapacity; // 0x01BC(0x0004) (BlueprintVisible, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData02[0x10]; // 0x01C0(0x0010) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.BackpackComponent");
return pStaticClass;
}
bool UseItem(const struct FItemDefineID& DefineID, const struct FBattleItemUseTarget& Target, EBattleItemUseReason Reason);
float UpdateOccupiedCapacity();
float UpdateCapacity();
void UnequipItem(const struct FItemDefineID& DefineID);
void TryMergeItemHandles(const struct FItemDefineID& DefineID);
int TakeItem(const struct FItemDefineID& DefineID, int Count, bool bCallHandleDrop);
bool SwapItem(const struct FItemDefineID& DefineID1, const struct FItemDefineID& DefineID2);
void ServerEnableItem(const struct FItemDefineID& DefineID, bool bUse);
int ReturnItem(const struct FItemDefineID& DefineID, int Count, bool bCallHandlePickup);
bool RemoveItemHandle(const struct FItemDefineID& DefineID);
void ReceiveItemList();
void ReceiveCapacity();
bool PickupItem(const struct FItemDefineID& DefineID, const struct FBattleItemPickupInfo& PickupInfo, EBattleItemPickupReason Reason);
void OnRep_specialCountLimit();
void OnRep_ItemListNet();
void OnRep_ItemList();
void OnRep_Capacity();
void NotifyItemUpdated(const struct FItemDefineID& DefineID);
void NotifyItemRemoved(const struct FItemDefineID& DefineID);
void NotifyItemListUpdated();
void NotifyCapacityUpdated();
class UBattleItemHandleBase* NewItemHandle(const struct FItemDefineID& DefineID);
void ModifyItemHandleEquippingState(class UItemHandleBase* ItemHandle, bool bEquipping);
void ModifyItemHandleCount(class UItemHandleBase* ItemHandle, int Count);
struct FBattleItemData ItemNet2Data(const struct FNetArrayUnit& netItem);
bool HasItemBySubType(int subType);
bool HasItemByDefindIdRange(int LowValue, int HighValue);
class UWorld* GetWorld_BP();
struct FSpecialPickInfo GetSpecialItemNow(const struct FItemDefineID& DefineID);
struct FSpecialPickInfo GetSpecialItemBefore(int itemResID);
TArray<struct FBattleItemData> GetItemListByDefineID(const struct FItemDefineID& DefineID);
TMap<struct FItemDefineID, class UItemHandleBase*> GetItemHandleMap();
TArray<class UItemHandleBase*> GetItemHandleList();
struct FBattleItemData GetItemByDefineID(const struct FItemDefineID& DefineID);
struct FBattleItemFeatureData GetBattleItemFeatureDataByDefineID(const struct FItemDefineID& DefineID);
TArray<struct FBattleItemData> GetAllItemList();
void ForceNetUpdate();
void EquipItem(const struct FItemDefineID& DefineID);
bool DropItem(const struct FItemDefineID& DefineID, int Count, EBattleItemDropReason Reason);
bool DisuseItem(const struct FItemDefineID& DefineID, EBattleItemDisuseReason Reason);
class UBattleItemHandleBase* CreateItemHandleInternal(const struct FItemDefineID& DefineID);
class UItemHandleBase* CreateItemHandle(const struct FItemDefineID& DefineID);
int ConsumeItem(const struct FItemDefineID& DefineID, int Count);
void ClientUpdateItemData(const struct FBattleItemData& InItemData);
void ClientRemoveItemData(const struct FBattleItemData& InItemData);
void ClientBroadcastItemOperationFailedDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, EBattleItemOperationFailedReason FailedReason);
void ClientBroadcastItemOperationDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, unsigned char Reason);
int CheckCapacityForItem(const struct FItemDefineID& DefineID, int Count);
bool CanDisuseToBackpack(const struct FItemDefineID& DefineID);
void BroadcastItemOperCountDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, int Count);
void BroadcastItemOperationFailedDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, EBattleItemOperationFailedReason FailedReason);
void BroadcastItemOperationDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, unsigned char Reason);
bool AddItemHandle(const struct FItemDefineID& DefineID, class UItemHandleBase* ItemHandle);
};
// Class Gameplay.ItemActorComponent
// 0x0000 (0x00C0 - 0x00C0)
class UItemActorComponent : public UActorComponent
{
public:
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.ItemActorComponent");
return pStaticClass;
}
};
// Class Gameplay.BaseGeneratorComponent
// 0x00A8 (0x0168 - 0x00C0)
class UBaseGeneratorComponent : public UItemActorComponent
{
public:
int GenerateSpotCountPerTick; // 0x00C0(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
struct FString ItemTableName; // 0x00C4(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
class UUAEDataTable* ItemTable; // 0x00D0(0x0004) (BlueprintVisible, ZeroConstructor, IsPlainOldData)
bool IsWriteStatisticsToLog; // 0x00D4(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x3]; // 0x00D5(0x0003) MISSED OFFSET
int MaxItemCount; // 0x00D8(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData01[0x4]; // 0x00DC(0x0004) MISSED OFFSET
TMap<TEnumAsByte<ESpotGroupType>, struct FGroupSpotComponentArray> AllGroupSpots; // 0x00E0(0x0050) (ZeroConstructor)
TArray<class USpotSceneComponent*> AllSpotsToTick; // 0x011C(0x000C) (ExportObject, ZeroConstructor)
TMap<int, struct FWorldTileSpotArray> WorldTileSpots; // 0x0128(0x0050) (ZeroConstructor)
unsigned char UnknownData02[0x4]; // 0x0164(0x0004) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.BaseGeneratorComponent");
return pStaticClass;
}
void RegisterWorldTileSpot(class USpotSceneComponent* Spot);
void RegisterSpotComponentToTick(class USpotSceneComponent* SpotComponent);
void RegisterGroupSpotComponent(class UGroupSpotSceneComponent* GroupSpotComponent);
void GeneratorWorldTileSpots(struct FWorldTileSpotArray* SpotArray);
void GenerateSpots();
void GenerateSpotOnTick();
void CheckTileLevelsVisible();
};
// Class Gameplay.ConfigInterface
// 0x0000 (0x0020 - 0x0020)
class UConfigInterface : public UInterface
{
public:
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.ConfigInterface");
return pStaticClass;
}
};
// Class Gameplay.GameModeConfigComponent
// 0x0008 (0x00C8 - 0x00C0)
class UGameModeConfigComponent : public UActorComponent
{
public:
int appleGrenadeCount; // 0x00C0(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x4]; // 0x00C4(0x0004) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.GameModeConfigComponent");
return pStaticClass;
}
};
// Class Gameplay.GameModeStatisticsComponent
// 0x0000 (0x00C0 - 0x00C0)
class UGameModeStatisticsComponent : public UActorComponent
{
public:
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.GameModeStatisticsComponent");
return pStaticClass;
}
};
// Class Gameplay.GeneratorActorAIInterface
// 0x0000 (0x0020 - 0x0020)
class UGeneratorActorAIInterface : public UInterface
{
public:
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.GeneratorActorAIInterface");
return pStaticClass;
}
void RegisterAIPickupPoint(class UItemSpotSceneComponent* Spot, class AActor* PickUpActor);
};
// Class Gameplay.GeneratorActorInterface
// 0x0000 (0x0020 - 0x0020)
class UGeneratorActorInterface : public UInterface
{
public:
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.GeneratorActorInterface");
return pStaticClass;
}
void InitData(class UItemSpotSceneComponent* ItemSpotSceneComponent, int ItemCount, const struct FString& Value, const struct FString& Category, bool RepeatGenerateItem);
};
// Class Gameplay.GeneratorVehicleInterface
// 0x0000 (0x0020 - 0x0020)
class UGeneratorVehicleInterface : public UInterface
{
public:
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.GeneratorVehicleInterface");
return pStaticClass;
}
void SetSafeSpawn(bool ab_IsSafeSpawn);
void InitVehicle(int FuelPercent, bool bEngineOn);
};
// Class Gameplay.GlobalConfigActor
// 0x0008 (0x02C0 - 0x02B8)
class AGlobalConfigActor : public AActor
{
public:
unsigned char UnknownData00[0x4]; // 0x02B8(0x0004) MISSED OFFSET
bool bInitComponents; // 0x02BC(0x0001) (ZeroConstructor, IsPlainOldData)
unsigned char UnknownData01[0x3]; // 0x02BD(0x0003) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.GlobalConfigActor");
return pStaticClass;
}
void Init();
};
// Class Gameplay.GroupSpotSceneComponent
// 0x0010 (0x02E0 - 0x02D0)
class UGroupSpotSceneComponent : public UItemSceneComponent
{
public:
float LastGenerateItemTime; // 0x02D0(0x0004) (ZeroConstructor, IsPlainOldData)
float GenerateItemTimeCD; // 0x02D4(0x0004) (ZeroConstructor, IsPlainOldData)
bool bPickup; // 0x02D8(0x0001) (ZeroConstructor, IsPlainOldData)
bool bRepeatGenerateItem; // 0x02D9(0x0001) (ZeroConstructor, IsPlainOldData)
bool bIsValidGroup; // 0x02DA(0x0001) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x5]; // 0x02DB(0x0005) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.GroupSpotSceneComponent");
return pStaticClass;
}
void SetGroupValid(bool Valid);
bool IsValidGroup();
int FindWorldCompositionID();
void DoPickUp();
};
// Class Gameplay.ItemConfigActorComponent
// 0x0048 (0x0108 - 0x00C0)
class UItemConfigActorComponent : public UActorComponent
{
public:
unsigned char UnknownData00[0x8]; // 0x00C0(0x0008) MISSED OFFSET
TMap<int, struct FGroupTypeSceneComponents> AllSpotGroups; // 0x00C8(0x0050) (ZeroConstructor)
unsigned char UnknownData01[0x4]; // 0x0104(0x0004) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.ItemConfigActorComponent");
return pStaticClass;
}
void RegisterGroupSceneComponent(int GroupType, class USceneComponent* GroupSceneComponent);
TArray<struct FItemSpawnClass> RandomItemSpawnClass(const struct FString& ItemValue, const struct FString& ItemCategory);
TArray<class USceneComponent*> RandomGroupSceneComponents(int GroupType, int Persent);
class USceneComponent* RandomGroupSceneComponent(TArray<class USceneComponent*> AllGroups);
class UClass* LoadActorClass(const struct FString& Path);
TArray<struct FItemSpawnClass> GetItemSpawnClass(const struct FItemSpawnData& Data);
};
// Class Gameplay.ItemGeneratorComponent
// 0x01E8 (0x0350 - 0x0168)
class UItemGeneratorComponent : public UBaseGeneratorComponent
{
public:
unsigned char UnknownData00[0x8]; // 0x0168(0x0008) MISSED OFFSET
TEnumAsByte<ESpotGroupType> BornIslandGroupType; // 0x0170(0x0001) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
bool bStatisticsValid; // 0x0171(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData01[0x2]; // 0x0172(0x0002) MISSED OFFSET
struct FItemGenerateStatisticsData ItemStatisticsData; // 0x0174(0x00C4)
TArray<struct FSpotGroupProperty> SpotGroupPropertys; // 0x0238(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
TMap<TEnumAsByte<ESpotGroupType>, struct FSpotGroupProperty> SpotGroupPropertysDic; // 0x0244(0x0050) (ZeroConstructor)
struct FSpotGroupProperty DefaultSpotGroupProperty; // 0x0280(0x0020)
class UCurveFloat* SpotRateCurve; // 0x02A0(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
class UCurveFloat* ItemRateCurve; // 0x02A4(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
TMap<struct FString, float> CategoryRates; // 0x02A8(0x0050) (Edit, BlueprintVisible, ZeroConstructor)
TMap<struct FString, struct FItemGenerateSpawnDataArray> ItemGenerateSpawnDatas; // 0x02E4(0x0050) (ZeroConstructor)
TArray<class AActor*> BornIslandItems; // 0x0320(0x000C) (ZeroConstructor)
TArray<class UItemGroupSpotSceneComponent*> AllValidGroups; // 0x032C(0x000C) (ExportObject, ZeroConstructor)
bool bIsGenerateBornIslandItems; // 0x0338(0x0001) (ZeroConstructor, IsPlainOldData)
bool bIsGenerateMainlandItems; // 0x0339(0x0001) (ZeroConstructor, IsPlainOldData)
bool bIsGenerateWorldTileItems; // 0x033A(0x0001) (ZeroConstructor, IsPlainOldData)
unsigned char UnknownData02[0x5]; // 0x033B(0x0005) MISSED OFFSET
struct FDateTime GenerateBornIslandTime; // 0x0340(0x0008)
struct FDateTime GenerateMainlandTime; // 0x0348(0x0008)
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.ItemGeneratorComponent");
return pStaticClass;
}
void WriteItemClassStatisticsDatas();
void WriteGroupStatisticsDatas();
void WriteBuildingStatisticsDatas();
void WriteAllStatisticsDatasToLog();
void WriteAllStatisticsDatas();
void SetCatetoryRate(TMap<struct FString, float> Rates);
void RegisterItemGenerateSpawnData(const struct FItemGenerateSpawnData& Data);
void RegisterBornIslandItem(class AActor* Item);
class UItemGroupSpotSceneComponent* RandomSingleGroup(const struct FSpotGroupProperty& GroupProperty, TArray<class UGroupSpotSceneComponent*>* Groups);
struct FItemGenerateSpawnData RandomItemGenerateSpawnData(TArray<struct FItemGenerateSpawnData>* items);
void RandomGroupsByType(const struct FSpotGroupProperty& GroupProperty);
void RandomGroups();
void RandomBornIslandGroups();
void LoadItemGenerateTable();
bool IsCatetoryEnabled();
void InitCatetorys();
struct FSpotGroupProperty GetSpotGroupPropertyByGroupType(TEnumAsByte<ESpotGroupType> SpotGroupType);
bool GetRandomItemClassArray(bool RepeatGenerateItem, struct FString* Value, struct FString* Category, TArray<struct FItemGenerateSpawnClass>* Results);
float GetCatetoryRate(const struct FString& Catetory);
void GenerateSpotOnTick();
void DeleteValidGroups();
void DeleteBornIslandItems();
};
// Class Gameplay.ItemGroupSpotSceneComponent
// 0x0020 (0x0300 - 0x02E0)
class UItemGroupSpotSceneComponent : public UGroupSpotSceneComponent
{
public:
TArray<class UItemSpotSceneComponent*> SpotsCacheCur; // 0x02E0(0x000C) (ExportObject, ZeroConstructor)
TArray<class UItemSpotSceneComponent*> SpotsCacheAll; // 0x02EC(0x000C) (ExportObject, ZeroConstructor)
unsigned char UnknownData00[0x8]; // 0x02F8(0x0008) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.ItemGroupSpotSceneComponent");
return pStaticClass;
}
void SetGroupProperty(class UItemGeneratorComponent* Generator, const struct FSpotGroupProperty& Property);
void RepeatSpots();
void RepeatSingleSpot(class UItemSpotSceneComponent* Spot);
void RandomSpotByType(TEnumAsByte<ESpotType> SpotType, const struct FSpotTypeProperty& Property, TArray<class UItemSpotSceneComponent*>* AllSpots);
void RandomSingleSpot(const struct FSpotTypeProperty& Property, TArray<class UItemSpotSceneComponent*>* Spots);
float RandomRepeatGenerateItemCD(const struct FSpotGroupProperty& GroupProperty);
};
// Class Gameplay.SpotSceneComponent
// 0x0020 (0x02F0 - 0x02D0)
class USpotSceneComponent : public UItemSceneComponent
{
public:
int WorldCompositionID; // 0x02D0(0x0004) (ZeroConstructor, IsPlainOldData)
bool bRepeatGenerateItem; // 0x02D4(0x0001) (ZeroConstructor, IsPlainOldData)
bool bIsSpotValid; // 0x02D5(0x0001) (ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x2]; // 0x02D6(0x0002) MISSED OFFSET
float LineOffsetZ; // 0x02D8(0x0004) (Edit, ZeroConstructor, IsPlainOldData)
bool bRandomRotation; // 0x02DC(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData01[0x3]; // 0x02DD(0x0003) MISSED OFFSET
float RandomRotationMin; // 0x02E0(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
float RandomRotationMax; // 0x02E4(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData02[0x8]; // 0x02E8(0x0008) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.SpotSceneComponent");
return pStaticClass;
}
void SetSpotValid(bool Valid);
bool LineTraceSingle(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, bool bTraceComplex, TArray<class AActor*> ActorsToIgnore, bool bIgnoreSelf, struct FHitResult* OutHit);
bool IsSpotValid();
struct FString GetRandomCategory(TArray<struct FSpotWeight> SpotWeights);
bool GenerateSpot();
class AActor* GenerateActor(class UClass* ActorClass, ESpawnActorCollisionHandlingMethod SpawnActorCollisionHandlingMethod, struct FVector* ActorLocation, struct FRotator* ActorRotator);
};
// Class Gameplay.ItemSpotSceneComponent
// 0x0050 (0x0340 - 0x02F0)
class UItemSpotSceneComponent : public USpotSceneComponent
{
public:
class UItemGeneratorComponent* ItemGenerator; // 0x02F0(0x0004) (ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData)
TArray<struct FItemGenerateSpawnClass> AllItems; // 0x02F4(0x000C) (ZeroConstructor)
class UGroupSpotSceneComponent* GroupSpotSceneComponent; // 0x0300(0x0004) (ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData)
TMap<struct FString, int> CacheItemValeCategory; // 0x0304(0x0050) (ZeroConstructor)
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.ItemSpotSceneComponent");
return pStaticClass;
}
void SetSpotProperty(int CompositionID, TEnumAsByte<ESpotGroupType> GroupType, class UItemGeneratorComponent* Generator, const struct FSpotTypeProperty& Property, class UGroupSpotSceneComponent* Component, bool RepeatGenerateItem);
void RepeatSpotProperty(const struct FSpotTypeProperty& Property);
bool GenerateSpot();
void GenerateItems(TArray<struct FItemGenerateSpawnClass>* AllItemClass);
void DoPickUp(const struct FString& ItemValue, const struct FString& ItemCategory);
int CountCacheItemValeCategory();
};
// Class Gameplay.SpotGeneratorStruct
// 0x0004 (0x0020 - 0x001C)
class USpotGeneratorStruct : public UObject
{
public:
unsigned char UnknownData00[0x4]; // 0x001C(0x0004) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.SpotGeneratorStruct");
return pStaticClass;
}
};
// Class Gameplay.UAEAdvertisementActor
// 0x0028 (0x02E8 - 0x02C0)
class AUAEAdvertisementActor : public AStaticMeshActor
{
public:
class UStaticMesh* StaticMesh; // 0x02C0(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
struct FString StaticMeshPath; // 0x02C4(0x000C) (Net, ZeroConstructor)
struct FString PicUrl; // 0x02D0(0x000C) (Net, ZeroConstructor)
class UFrontendHUD* FrontendHUD; // 0x02DC(0x0004) (ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x4]; // 0x02E0(0x0004) MISSED OFFSET
float NetCullDistance; // 0x02E4(0x0004) (ZeroConstructor, Config, IsPlainOldData)
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.UAEAdvertisementActor");
return pStaticClass;
}
void OnRequestImgSuccess(class UTexture2D* Texture, const struct FString& RequestedURL);
void OnRep_PicURL();
void OnRep_MeshPath();
};
// Class Gameplay.UAECharAnimListCompBase
// 0x0000 (0x0138 - 0x0138)
class UUAECharAnimListCompBase : public UUAEAnimListComponentBase
{
public:
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.UAECharAnimListCompBase");
return pStaticClass;
}
};
// Class Gameplay.UAECharacterAnimListComponent
// 0x0048 (0x0180 - 0x0138)
class UUAECharacterAnimListComponent : public UUAECharAnimListCompBase
{
public:
TArray<struct FCharacterMovementAnimData> CharacterMovementAnimEditList; // 0x0138(0x000C) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance)
TArray<struct FCharacterMovementAnimData> CharacterFPPAnimEditList; // 0x0144(0x000C) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance)
TArray<struct FCharacterShieldAnimData> CharacterShieldAnimEditList; // 0x0150(0x000C) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance)
TArray<struct FCharacterJumpAnimData> CharacterJumpEditList; // 0x015C(0x000C) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance)
TArray<struct FCharacterJumpAnimData> CharacterJumpEditListFPP; // 0x0168(0x000C) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance)
class UCurveFloat* FallingIKCurve; // 0x0174(0x0004) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData)
bool CurrentIsTPP; // 0x0178(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
bool CurrentHoldShield; // 0x0179(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x6]; // 0x017A(0x0006) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.UAECharacterAnimListComponent");
return pStaticClass;
}
void OnAsyncLoadingFinished(const struct FAsyncLoadCharAnimParams& LoadingParam);
TArray<struct FPlayerAnimData> GetCharacterJumpAnim(TEnumAsByte<ECharacterJumpType> JumpType);
class UAnimationAsset* GetCharacterAnim(TEnumAsByte<ECharacterAnimType> AnimType, TEnumAsByte<ECharacterPoseType> PoseType);
};
// Class Gameplay.UAEChaVehAnimListComponent
// 0x0010 (0x0148 - 0x0138)
class UUAEChaVehAnimListComponent : public UUAECharAnimListCompBase
{
public:
TArray<struct FVehCharAnimData> VehCharAnimDataList; // 0x0138(0x000C) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance)
unsigned char UnknownData00[0x4]; // 0x0144(0x0004) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.UAEChaVehAnimListComponent");
return pStaticClass;
}
};
// Class Gameplay.AELobbyCharAnimListComp
// 0x0010 (0x0148 - 0x0138)
class UAELobbyCharAnimListComp : public UUAECharAnimListCompBase
{
public:
TArray<struct FCharacterMovementAnimData> CharacterMovementAnimEditList; // 0x0138(0x000C) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance)
unsigned char UnknownData00[0x4]; // 0x0144(0x0004) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.AELobbyCharAnimListComp");
return pStaticClass;
}
void OnAsyncLoadingFinished(const struct FAsyncLoadCharAnimParams& LoadingParam);
class UAnimationAsset* GetCharacterAnim(TEnumAsByte<ECharacterAnimType> AnimType, TEnumAsByte<ECharacterPoseType> PoseType);
};
// Class Gameplay.UAEProjectile
// 0x0038 (0x02F0 - 0x02B8)
class AUAEProjectile : public AActor
{
public:
bool IsServerAlreadyExplodedCpp; // 0x02B8(0x0001) (BlueprintVisible, Net, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x3]; // 0x02B9(0x0003) MISSED OFFSET
struct FVector ProjInitialRelativeOffset; // 0x02BC(0x000C) (BlueprintVisible, Net, IsPlainOldData)
struct FVector ProjStandOffset; // 0x02C8(0x000C) (BlueprintVisible, BlueprintReadOnly, Net, IsPlainOldData)
struct FVector ProjCrouchOffset; // 0x02D4(0x000C) (BlueprintVisible, BlueprintReadOnly, Net, IsPlainOldData)
struct FVector ProjProneOffset; // 0x02E0(0x000C) (BlueprintVisible, BlueprintReadOnly, Net, IsPlainOldData)
TEnumAsByte<ECharacterPoseType> ProjPrevoisOwnerPose; // 0x02EC(0x0001) (BlueprintVisible, Net, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData01[0x3]; // 0x02ED(0x0003) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.UAEProjectile");
return pStaticClass;
}
void WorkAsBuffApplierEvent(const struct FString& BuffName, class APawn* BuffTarget);
void SetActorInitialRelativeOffset(const struct FVector& Offset, const struct FVector& StandOffset, const struct FVector& CrouchOffset, const struct FVector& ProneOffset, TEnumAsByte<ECharacterPoseType> PrevoisOwnerPose);
void OnRep_IsServerAlreadyExplodedCpp();
void IsServerAlreadyExplodedCppNotify();
bool IsOwnerAutomous();
void GlassDetect(const struct FVector& Start, const struct FVector& End);
float GetRemainingEffectTime();
};
// Class Gameplay.UAESimpleSceneActor
// 0x0000 (0x02B8 - 0x02B8)
class AUAESimpleSceneActor : public AActor
{
public:
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.UAESimpleSceneActor");
return pStaticClass;
}
};
// Class Gameplay.UAEWindowComponent
// 0x0060 (0x06C0 - 0x0660)
class UUAEWindowComponent : public UStaticMeshComponent
{
public:
bool bBroken; // 0x0660(0x0001) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x3]; // 0x0661(0x0003) MISSED OFFSET
class APawn* LastInstigatorPawn; // 0x0664(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, Transient, IsPlainOldData)
class UStaticMesh* BrokenMesh; // 0x0668(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
class UParticleSystem* BrokenEffect; // 0x066C(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData01[0x50]; // 0x0670(0x0050) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.UAEWindowComponent");
return pStaticClass;
}
void NotifyServerBroken();
void NotifyRepDataUpdated(bool bInitial, bool bLocal);
void LocalHandleWindowBrokenBP(bool bInitial, bool bLocal);
void LocalHandleWindowBroken(bool bInitial, bool bLocal);
void HandleBroken(class APlayerController* Instigator, bool bLocal);
struct FUAEWindowRepData GetRepData();
};
// Class Gameplay.VehicleConfigActorComponent
// 0x0000 (0x00C0 - 0x00C0)
class UVehicleConfigActorComponent : public UActorComponent
{
public:
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.VehicleConfigActorComponent");
return pStaticClass;
}
class UClass* LoadActorClass(const struct FString& Path);
};
// Class Gameplay.VehicleAndTreasureBoxGeneratorComponent
// 0x0118 (0x0280 - 0x0168)
class UVehicleAndTreasureBoxGeneratorComponent : public UBaseGeneratorComponent
{
public:
unsigned char UnknownData00[0x8]; // 0x0168(0x0008) MISSED OFFSET
TArray<struct FTreasureBoxSpotProperty> TreasureBoxSpotPropertys; // 0x0170(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
bool bStatisticsValid; // 0x017C(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
bool bIsRandom; // 0x017D(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData01[0x2]; // 0x017E(0x0002) MISSED OFFSET
TMap<TEnumAsByte<ESpotType>, struct FVehicleSpotComponentArray> AllVehicleSpots; // 0x0180(0x0050) (ZeroConstructor)
TMap<TEnumAsByte<ESpotType>, struct FVehicleSpotComponentArray> AllTreasureBoxSpots; // 0x01BC(0x0050) (ZeroConstructor)
TMap<struct FString, struct FVehicleGenerateSpawnDataArray> VehicleGenerateSpawnDatas; // 0x01F8(0x0050) (ZeroConstructor)
struct FVehicleGenerateStatisticsData VehicleStatisticsData; // 0x0234(0x0048)
class UUAEDataTable* VehicleDataTable; // 0x027C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.VehicleAndTreasureBoxGeneratorComponent");
return pStaticClass;
}
void WriteVehicleSpotStatisticsDatas();
void WriteVehicleClassStatisticsDatas();
void WriteAllVehicleStatisticsDatasToLog();
void WriteAllVehicleStatisticsDatas();
void RegisterVehicleGenerateSpawnData(const struct FVehicleGenerateSpawnData& Data);
void RegisterGroupSpotComponent(class UGroupSpotSceneComponent* GroupSpotComponent);
void RandomTreasureBoxSpotsByType(struct FTreasureBoxSpotProperty* Property, struct FVehicleSpotComponentArray* Spots);
void RandomTreasureBoxSingleSpots(TArray<class UVehicleSpotSceneComponent*>* AllSpots, struct FTreasureBoxSpotProperty* Property);
void RandomSpotsByType(struct FVehicleSpotProperty* Property, struct FVehicleSpotComponentArray* Spots);
void RandomSingleSpots(TArray<class UVehicleSpotSceneComponent*>* AllSpots, struct FVehicleSpotProperty* Property);
void RandomGroups();
void LoadVehicleGenerateTable();
struct FVehicleGenerateRandomInfo GetVehicleSpotRandomInfoBySpotType(TEnumAsByte<ESpotType> SpotType);
struct FVehicleGenerateRandomInfo GetVehicleSpotRandomInfo(struct FVehicleSpotProperty* SpotProperty);
struct FVehicleGenerateRandomInfo GetTreasureBoxSpotRandomInfo(struct FTreasureBoxSpotProperty* SpotProperty);
struct FVehicleGenerateSpawnData GetRandomVehicleClass(const struct FString& Category);
struct FString GetRandomCategory(TArray<struct FSpotWeight> SpotWeights);
void GenerateSpotOnTick();
void DeleteGroups();
void AddVehicleSpotCount(TEnumAsByte<ESpotType> SpotType, const struct FString& Path, float LocationX, float LocationY, float LocationZ);
void AddVehicleClassCount(const struct FString& Path, bool IsValid, int Count);
};
// Class Gameplay.VehicleGeneratorComponent
// 0x00D0 (0x0238 - 0x0168)
class UVehicleGeneratorComponent : public UBaseGeneratorComponent
{
public:
unsigned char UnknownData00[0x8]; // 0x0168(0x0008) MISSED OFFSET
bool bStatisticsValid; // 0x0170(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
bool bIsRandom; // 0x0171(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData01[0x2]; // 0x0172(0x0002) MISSED OFFSET
TMap<TEnumAsByte<ESpotType>, struct FVehicleSpotComponentArray> AllVehicleSpots; // 0x0174(0x0050) (ZeroConstructor)
TMap<struct FString, struct FVehicleGenerateSpawnDataArray> VehicleGenerateSpawnDatas; // 0x01B0(0x0050) (ZeroConstructor)
struct FVehicleGenerateStatisticsData VehicleStatisticsData; // 0x01EC(0x0048)
unsigned char UnknownData02[0x4]; // 0x0234(0x0004) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.VehicleGeneratorComponent");
return pStaticClass;
}
void WriteVehicleSpotStatisticsDatas();
void WriteVehicleClassStatisticsDatas();
void WriteAllVehicleStatisticsDatas();
void RegisterVehicleGenerateSpawnData(const struct FVehicleGenerateSpawnData& Data);
void RegisterGroupSpotComponent(class UGroupSpotSceneComponent* GroupSpotComponent);
void RandomSpotsByType(struct FVehicleSpotProperty* Property, struct FVehicleSpotComponentArray* Spots);
void RandomSingleSpots(TArray<class UVehicleSpotSceneComponent*>* AllSpots, struct FVehicleSpotProperty* Property);
void RandomGroups();
void LoadVehicleGenerateTable();
struct FVehicleGenerateRandomInfo GetVehicleSpotRandomInfoBySpotType(TEnumAsByte<ESpotType> SpotType);
struct FVehicleGenerateRandomInfo GetVehicleSpotRandomInfo(struct FVehicleSpotProperty* SpotProperty);
struct FVehicleGenerateSpawnData GetRandomVehicleClass(const struct FString& Category);
struct FString GetRandomCategory(TArray<struct FSpotWeight> SpotWeights);
void GenerateSpotOnTick();
void DeleteGroups();
void AddVehicleSpotCount(TEnumAsByte<ESpotType> SpotType, const struct FString& Path, float LocationX, float LocationY, float LocationZ);
void AddVehicleClassCount(const struct FString& Path, bool IsValid, int Count);
};
// Class Gameplay.VehicleGroupSpotSceneComponent
// 0x0000 (0x02E0 - 0x02E0)
class UVehicleGroupSpotSceneComponent : public UGroupSpotSceneComponent
{
public:
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.VehicleGroupSpotSceneComponent");
return pStaticClass;
}
};
// Class Gameplay.VehicleSpotSceneComponent
// 0x0020 (0x0310 - 0x02F0)
class UVehicleSpotSceneComponent : public USpotSceneComponent
{
public:
unsigned char UnknownData00[0x20]; // 0x02F0(0x0020) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.VehicleSpotSceneComponent");
return pStaticClass;
}
void SetSpotRandomInfo(struct FVehicleGenerateRandomInfo* RandomInfo);
bool GenerateSpot();
};
// Class Gameplay.WeatherConfigComponent
// 0x0030 (0x00F0 - 0x00C0)
class UWeatherConfigComponent : public UActorComponent
{
public:
struct FWeatherInfo WeatherLevelInfo; // 0x00C0(0x0014) (BlueprintVisible, BlueprintReadOnly, Net)
struct FString LastLoadedWeatherLevelName; // 0x00D4(0x000C) (ZeroConstructor)
struct FString DefaultWeatherLevelName; // 0x00E0(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor)
bool bLoadWeatherLevel; // 0x00EC(0x0001) (BlueprintVisible, ZeroConstructor, IsPlainOldData)
bool bDefaulLevelLoaded; // 0x00ED(0x0001) (ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x2]; // 0x00EE(0x0002) MISSED OFFSET
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("Class Gameplay.WeatherConfigComponent");
return pStaticClass;
}
void UnloadStreamLevel(const struct FString& LevelName);
void SyncWeatherLevelInfo();
void OnUnLoadStreamLevelCompleted();
void OnRep_WeatherSyncCount();
void OnLoadStreamLevelCompleted();
void LoadWeatherLevel();
void LoadStreamLevel(const struct FString& LevelName, int WeatherID);
void LoadDefaultWeatherLevel();
void Init();
};
}