mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-28 18:37:16 +09:00
- 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 )
135 lines
4.2 KiB
C++
135 lines
4.2 KiB
C++
#pragma once
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// Dumped with Dumper-7!
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#include "../SDK.hpp"
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namespace SDK
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{
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//---------------------------------------------------------------------------------------------------------------------
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// FUNCTIONS
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//---------------------------------------------------------------------------------------------------------------------
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// Class ActorLayerUtilities.LayersBlueprintLibrary
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// (None)
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class UClass* ULayersBlueprintLibrary::StaticClass()
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{
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static class UClass* Clss = nullptr;
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if (!Clss)
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Clss = UObject::FindClassFast("LayersBlueprintLibrary");
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return Clss;
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}
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// LayersBlueprintLibrary ActorLayerUtilities.Default__LayersBlueprintLibrary
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// (Public, ClassDefaultObject, ArchetypeObject)
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class ULayersBlueprintLibrary* ULayersBlueprintLibrary::GetDefaultObj()
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{
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static class ULayersBlueprintLibrary* Default = nullptr;
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if (!Default)
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Default = static_cast<ULayersBlueprintLibrary*>(ULayersBlueprintLibrary::StaticClass()->DefaultObject);
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return Default;
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}
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// Function ActorLayerUtilities.LayersBlueprintLibrary.RemoveActorFromLayer
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// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
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// Parameters:
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// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// struct FActorLayer Layer (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
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void ULayersBlueprintLibrary::RemoveActorFromLayer(class AActor* InActor, struct FActorLayer& Layer)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("LayersBlueprintLibrary", "RemoveActorFromLayer");
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Params::ULayersBlueprintLibrary_RemoveActorFromLayer_Params Parms{};
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Parms.InActor = InActor;
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Parms.Layer = Layer;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function ActorLayerUtilities.LayersBlueprintLibrary.GetActors
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// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// struct FActorLayer ActorLayer (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
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// TArray<class AActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
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TArray<class AActor*> ULayersBlueprintLibrary::GetActors(class UObject* WorldContextObject, struct FActorLayer& ActorLayer)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("LayersBlueprintLibrary", "GetActors");
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Params::ULayersBlueprintLibrary_GetActors_Params Parms{};
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Parms.WorldContextObject = WorldContextObject;
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Parms.ActorLayer = ActorLayer;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function ActorLayerUtilities.LayersBlueprintLibrary.AddActorToLayer
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// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
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// Parameters:
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// class AActor* InActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// struct FActorLayer Layer (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
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void ULayersBlueprintLibrary::AddActorToLayer(class AActor* InActor, struct FActorLayer& Layer)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("LayersBlueprintLibrary", "AddActorToLayer");
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Params::ULayersBlueprintLibrary_AddActorToLayer_Params Parms{};
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Parms.InActor = InActor;
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Parms.Layer = Layer;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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}
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