PalWorld-NetCrack/libs/SDKLibrary/SDK/ActorLayerUtilities_functions.cpp
NightFyre 9a743d2b16 toggle fullbright feature
- Adjusted SDK UGameViewportClient class members and padding
- Created helper function to get local player
- precompile headers for SDK
- SDK made into a static library ( single compile as its never changed )
2024-01-29 06:39:29 -05:00

135 lines
4.2 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// Class ActorLayerUtilities.LayersBlueprintLibrary
// (None)
class UClass* ULayersBlueprintLibrary::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("LayersBlueprintLibrary");
return Clss;
}
// LayersBlueprintLibrary ActorLayerUtilities.Default__LayersBlueprintLibrary
// (Public, ClassDefaultObject, ArchetypeObject)
class ULayersBlueprintLibrary* ULayersBlueprintLibrary::GetDefaultObj()
{
static class ULayersBlueprintLibrary* Default = nullptr;
if (!Default)
Default = static_cast<ULayersBlueprintLibrary*>(ULayersBlueprintLibrary::StaticClass()->DefaultObject);
return Default;
}
// Function ActorLayerUtilities.LayersBlueprintLibrary.RemoveActorFromLayer
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FActorLayer Layer (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void ULayersBlueprintLibrary::RemoveActorFromLayer(class AActor* InActor, struct FActorLayer& Layer)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("LayersBlueprintLibrary", "RemoveActorFromLayer");
Params::ULayersBlueprintLibrary_RemoveActorFromLayer_Params Parms{};
Parms.InActor = InActor;
Parms.Layer = Layer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ActorLayerUtilities.LayersBlueprintLibrary.GetActors
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FActorLayer ActorLayer (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// TArray<class AActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
TArray<class AActor*> ULayersBlueprintLibrary::GetActors(class UObject* WorldContextObject, struct FActorLayer& ActorLayer)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("LayersBlueprintLibrary", "GetActors");
Params::ULayersBlueprintLibrary_GetActors_Params Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.ActorLayer = ActorLayer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ActorLayerUtilities.LayersBlueprintLibrary.AddActorToLayer
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FActorLayer Layer (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
void ULayersBlueprintLibrary::AddActorToLayer(class AActor* InActor, struct FActorLayer& Layer)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("LayersBlueprintLibrary", "AddActorToLayer");
Params::ULayersBlueprintLibrary_AddActorToLayer_Params Parms{};
Parms.InActor = InActor;
Parms.Layer = Layer;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
}