Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- // Class avaGame.avaWeapon
- // 0x0440 (0x0760 - 0x0320)
- class AavaWeapon : public AWeapon
- {
- public:
- class UClass* AmmoPickupClass; // 0x0320 (0x0004) [0x0000000000000000]
- int AmmoCount; // 0x0324 (0x0004) [0x0000000000000020] ( CPF_Net )
- int MaxAmmoCount; // 0x0328 (0x0004) [0x0000000000000000]
- int LimitAmmoCount; // 0x032C (0x0004) [0x0000000000000000]
- unsigned long bInitMaxAmmoCount : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000001]
- unsigned long bCanPickupAmmoOnly : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000002]
- unsigned long bSuperWeapon : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000004]
- unsigned long bNeverForwardPendingFire : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000008]
- unsigned long bAvaWeap_Knife_Hands_BR : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000010]
- unsigned long bDynamicMuzzleFlashes : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000020]
- unsigned long bMuzzleFlashPSCLoops : 1; // 0x0330 (0x0004) [0x0000000000020001] [0x00000040] ( CPF_Edit | CPF_EditConst )
- unsigned long FireImpulse : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000080]
- unsigned long bBeginFireWithoutAmmo : 1; // 0x0330 (0x0004) [0x0000000000000001] [0x00000100] ( CPF_Edit )
- unsigned long DropOnlyOneAmmo : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000200]
- unsigned long PickUpAddAmmo : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000400]
- unsigned long bDrawInRadar : 1; // 0x0330 (0x0004) [0x0000000000000020] [0x00000800] ( CPF_Net )
- unsigned long bAlwaysDrawIcon : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00001000]
- unsigned long bInitializedMesh : 1; // 0x0330 (0x0004) [0x0000000000020001] [0x00002000] ( CPF_Edit | CPF_EditConst )
- unsigned long bAdjustWeaponModifier : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00004000]
- unsigned long bRemoveReserved : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00008000]
- unsigned long bSpecialInventory : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00010000]
- unsigned long bAlwaysOnRadar : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00020000]
- unsigned long bHideWeaponMenu : 1; // 0x0330 (0x0004) [0x0000000000000020] [0x00040000] ( CPF_Net )
- unsigned long bNoSelectable : 1; // 0x0330 (0x0004) [0x0000000000000020] [0x00080000] ( CPF_Net )
- unsigned long bAlwaysDisplayCrossHair : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00100000]
- unsigned long bUseSearchingTarget : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00200000]
- unsigned long bDisplayAmmoCount : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00400000]
- unsigned long bDropWhenDead : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00800000]
- unsigned long bDropIfHasAmmo : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x01000000]
- unsigned long bRemoveIfDroppedZeroAmmo : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x02000000]
- unsigned long bRemoveDroppedWeapon : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x04000000]
- unsigned long bAvailableAbandonWeapon : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x08000000]
- unsigned long bInfinityAmmo : 1; // 0x0330 (0x0004) [0x0000000000000020] [0x10000000] ( CPF_Net )
- unsigned long DestroyWeaponEmpty : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x20000000]
- unsigned long bFireWhenJumping : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x40000000]
- unsigned long bFullAnimWhenFalling : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x80000000]
- unsigned long bSwitchWeaponWhenEmpty : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00000001]
- unsigned long bOwnerEventDied : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00000002]
- unsigned long bDisplayOnHUD : 1; // 0x0334 (0x0004) [0x0000000000000020] [0x00000004] ( CPF_Net )
- unsigned long bOnlyMyTeam : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00000008]
- unsigned long bCantDropWeapon : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00000010]
- unsigned long bKnockBackAllCharacter : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00000020]
- unsigned long bIgnoreItemMesh : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00000040]
- unsigned long bFirstRestoreWeaponAmmo : 1; // 0x0334 (0x0004) [0x0000000000000001] [0x00000080] ( CPF_Edit )
- unsigned long bOwnership : 1; // 0x0334 (0x0004) [0x0000000000000002] [0x00000100] ( CPF_Const )
- unsigned long bDoNotSaveWeapon : 1; // 0x0334 (0x0004) [0x0000000000000001] [0x00000200] ( CPF_Edit )
- unsigned long bProjUseInitRot : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00000400]
- unsigned long bSwapDroppedWeapon : 1; // 0x0334 (0x0004) [0x0000000000000020] [0x00000800] ( CPF_Net )
- unsigned long bDisplayBallistics : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00001000]
- float MinReloadPct; // 0x0338 (0x0004) [0x0000000000000000]
- struct FViewShakeInfo FireShake; // 0x033C (0x0048) [0x0000000000000000]
- struct FName EffectSockets; // 0x0384 (0x0008) [0x0000000000000000]
- class UClass* AttachmentClass; // 0x038C (0x0004) [0x0000000000000000]
- class AavaWeaponAttachment* WeaponAttachment; // 0x0390 (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
- unsigned char InventoryGroup; // 0x0394 (0x0001) [0x0000000000000000]
- unsigned char m_eAnimState; // 0x0395 (0x0001) [0x0000000000000000]
- unsigned char PickUpTeamNum; // 0x0396 (0x0001) [0x0000000000000020] ( CPF_Net )
- unsigned char WeaponType; // 0x0397 (0x0001) [0x0000000000000000]
- unsigned char ModifiersRepDone; // 0x0398 (0x0001) [0x0000000000000020] ( CPF_Net )
- TArray< unsigned char > PP_StartFire_Mode_Queue; // 0x039C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- float GroupWeight; // 0x03A8 (0x0004) [0x0000000000000000]
- float InventoryWeight; // 0x03AC (0x0004) [0x0000000000000000]
- TArray< struct FName > WeaponFireAnim; // 0x03B0 (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
- TArray< struct FName > WeaponAltFireAnim; // 0x03BC (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
- TArray< struct FName > WeaponIronSightFireAnim; // 0x03C8 (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
- struct FName WeaponPutDownAnim; // 0x03D4 (0x0008) [0x0000000000000001] ( CPF_Edit )
- struct FName WeaponEquipAnim; // 0x03DC (0x0008) [0x0000000000000001] ( CPF_Edit )
- float fForceEquipTimeOneOff; // 0x03E4 (0x0004) [0x0000000000000000]
- TArray< struct FName > WeaponIdleAnims; // 0x03E8 (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
- TArray< struct FName > WeaponIronSightIdleAnims; // 0x03F4 (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
- int IdleContinuousCnt; // 0x0400 (0x0004) [0x0000000000000000]
- int MinIdleContinuousCnt; // 0x0404 (0x0004) [0x0000000000000000]
- int m_iKnockBackWeapon; // 0x0408 (0x0004) [0x0000000000000000]
- float m_fKnockBack_CharMult; // 0x040C (0x0004) [0x0000000000000000]
- float m_fKnockBackStunTime; // 0x0410 (0x0004) [0x0000000000000000]
- float m_fKnockBackStunCoolTime; // 0x0414 (0x0004) [0x0000000000000000]
- float m_fRateOfPlayAnim; // 0x0418 (0x0004) [0x0000000000000020] ( CPF_Net )
- int iAddAmmoPlus; // 0x041C (0x0004) [0x0000000000000000]
- float fHitFiringSoundRatioMax; // 0x0420 (0x0004) [0x0000000000000000]
- float fHitFiringSoundRatio; // 0x0424 (0x0004) [0x0000000000000000]
- float fHitPainSoundRatio; // 0x0428 (0x0004) [0x0000000000000000]
- class USoundCue* WeaponFireSnd; // 0x042C (0x0004) [0x0000000000000001] ( CPF_Edit )
- class USoundCue* WeaponPutDownSnd; // 0x0430 (0x0004) [0x0000000000000001] ( CPF_Edit )
- float BobDamping; // 0x0434 (0x0004) [0x0000000000000001] ( CPF_Edit )
- float BobDampingInDash; // 0x0438 (0x0004) [0x0000000000000001] ( CPF_Edit )
- float JumpDamping; // 0x043C (0x0004) [0x0000000000000001] ( CPF_Edit )
- float MaxPitchLag; // 0x0440 (0x0004) [0x0000000000000001] ( CPF_Edit )
- float MaxYawLag; // 0x0444 (0x0004) [0x0000000000000001] ( CPF_Edit )
- float RotLagSpeed; // 0x0448 (0x0004) [0x0000000000000001] ( CPF_Edit )
- struct FColor WeaponColor; // 0x044C (0x0004) [0x0000000000000000]
- struct FColor WeaponColorInNVG; // 0x0450 (0x0004) [0x0000000000000000]
- int KeyBindSlot; // 0x0454 (0x0004) [0x0000000000000001] ( CPF_Edit )
- class UClass* MuzzleFlashLightClass; // 0x0458 (0x0004) [0x0000000000000000]
- class UavaGunMuzzleFlashLight* MuzzleFlashLight; // 0x045C (0x0004) [0x0000000004080008] ( CPF_ExportObject | CPF_Component | CPF_EditInline )
- struct FName MuzzleFlashSocket; // 0x0460 (0x0008) [0x0000000000000000]
- class UStaticMeshComponent* MuzzleFlashMesh; // 0x0468 (0x0004) [0x0000000004080008] ( CPF_ExportObject | CPF_Component | CPF_EditInline )
- class UParticleSystemComponent* MuzzleFlashPSC; // 0x046C (0x0004) [0x00000000040A0009] ( CPF_Edit | CPF_ExportObject | CPF_EditConst | CPF_Component | CPF_EditInline )
- class UParticleSystemComponent* AbsMuzzleFlashPSC; // 0x0470 (0x0004) [0x00000000040A0009] ( CPF_Edit | CPF_ExportObject | CPF_EditConst | CPF_Component | CPF_EditInline )
- class UParticleSystem* MuzzleFlashPSCTemplate; // 0x0474 (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
- class UParticleSystem* MuzzleFlashAltPSCTemplate; // 0x0478 (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
- class UParticleSystem* AbsMuzzleFlashPSCTemplate; // 0x047C (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
- class UParticleSystem* AbsMuzzleFlashAltPSCTemplate; // 0x0480 (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
- struct FColor MuzzleFlashColor; // 0x0484 (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
- float MuzzleFlashDuration; // 0x0488 (0x0004) [0x0000000000000001] ( CPF_Edit )
- struct FColor MuzzleLightColor; // 0x048C (0x0004) [0x0000000000000000]
- float MuzzleLightRadius; // 0x0490 (0x0004) [0x0000000000000000]
- float MuzzleLightBrightness; // 0x0494 (0x0004) [0x0000000000000000]
- struct FVector PlayerViewOffset; // 0x0498 (0x000C) [0x0000000000000001] ( CPF_Edit )
- int OwnerStatsID; // 0x04A4 (0x0004) [0x0000000000000000]
- float WeaponFOV; // 0x04A8 (0x0004) [0x0000000000000000]
- TArray< struct FVector > FireOffsetEx; // 0x04AC (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
- class UClass* PickUpClass; // 0x04B8 (0x0004) [0x0000000000000000]
- float PickUpLifeTime; // 0x04BC (0x0004) [0x0000000000000020] ( CPF_Net )
- int IndicatorType; // 0x04C0 (0x0004) [0x0000000000000000]
- struct FVector ThrowOffset; // 0x04C4 (0x000C) [0x0000000000000001] ( CPF_Edit )
- float BaseSpeed; // 0x04D0 (0x0004) [0x0000000000000001] ( CPF_Edit )
- float AimSpeedPct; // 0x04D4 (0x0004) [0x0000000000000001] ( CPF_Edit )
- float WalkSpeedPct; // 0x04D8 (0x0004) [0x0000000000000001] ( CPF_Edit )
- float CrouchSpeedPct; // 0x04DC (0x0004) [0x0000000000000001] ( CPF_Edit )
- float CrouchAimSpeedPct; // 0x04E0 (0x0004) [0x0000000000000001] ( CPF_Edit )
- float SwimSpeedPct; // 0x04E4 (0x0004) [0x0000000000000001] ( CPF_Edit )
- float SprintSpeedPct; // 0x04E8 (0x0004) [0x0000000000000001] ( CPF_Edit )
- float CrouchSprintSpeedPct; // 0x04EC (0x0004) [0x0000000000000001] ( CPF_Edit )
- struct FName WeaponDashStartAnims; // 0x04F0 (0x0008) [0x0000000000000001] ( CPF_Edit )
- struct FName WeaponDashEndAnims; // 0x04F8 (0x0008) [0x0000000000000001] ( CPF_Edit )
- struct FName WeaponDashIdleAnims; // 0x0500 (0x0008) [0x0000000000000001] ( CPF_Edit )
- class UAnimNodeSequence* DashStartAnimNode; // 0x0508 (0x0004) [0x0000000000000000]
- TArray< struct FName > QuickVoiceAnim; // 0x050C (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
- class USkeletalMeshComponent* ArmComponent; // 0x0518 (0x0004) [0x00000000040A0009] ( CPF_Edit | CPF_ExportObject | CPF_EditConst | CPF_Component | CPF_EditInline )
- class USkeletalMeshComponent* HandComponent; // 0x051C (0x0004) [0x00000000040A0009] ( CPF_Edit | CPF_ExportObject | CPF_EditConst | CPF_Component | CPF_EditInline )
- TArray< struct FWeaponItemPart > ItemParts; // 0x0520 (0x000C) [0x0000000000480000] ( CPF_Component | CPF_NeedCtorLink )
- TArray< struct FCharacterWeaponCombine > arrCharacterWeaponCombines; // 0x052C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- TArray< class UClass* > DefaultModifiers; // 0x0538 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- TArray< class UClass* > BaseModifiers; // 0x0544 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- class UClass* WeaponModifiers[ 0xA ]; // 0x0550 (0x0028) [0x0000000000000020] ( CPF_Net )
- float MaintenanceRate; // 0x0578 (0x0004) [0x0000000000000020] ( CPF_Net )
- int RadarIconCode; // 0x057C (0x0004) [0x0000000000000020] ( CPF_Net )
- struct FColor RadarIconColor; // 0x0580 (0x0004) [0x0000000000000000]
- class UTexture2D* CrossHairMtrl; // 0x0584 (0x0004) [0x0000000000000000]
- int CrossHairSizeX; // 0x0588 (0x0004) [0x0000000000000000]
- int CrossHairSizeY; // 0x058C (0x0004) [0x0000000000000000]
- struct FString StatusStr; // 0x0590 (0x000C) [0x0000000040408002] ( CPF_Const | CPF_Localized | CPF_NeedCtorLink | CPF_EditInlineNotify )
- int StatusPriority; // 0x059C (0x0004) [0x0000000000000000]
- float DropVelocity; // 0x05A0 (0x0004) [0x0000000000000000]
- struct FString ItemShortName; // 0x05A4 (0x000C) [0x0000000040408002] ( CPF_Const | CPF_Localized | CPF_NeedCtorLink | CPF_EditInlineNotify )
- int GIMIndexWhenPickUp; // 0x05B0 (0x0004) [0x0000000000000000]
- int GIMIndexWhenEquip; // 0x05B4 (0x0004) [0x0000000000000000]
- int AbandonedAmmoCount; // 0x05B8 (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
- class AavaPickupProvider* PickUpProvider; // 0x05BC (0x0004) [0x0000000000000020] ( CPF_Net )
- float FullAnimFallingSpeed; // 0x05C0 (0x0004) [0x0000000000000000]
- float BaseFOV; // 0x05C4 (0x0004) [0x0000000000022001] ( CPF_Edit | CPF_Transient | CPF_EditConst )
- TArray< struct FSDebugWeaponLine > DebugWeaponLines; // 0x05C8 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- int IconTeamIndex[ 0x2 ]; // 0x05D4 (0x0008) [0x0000000000000001] ( CPF_Edit )
- int RepNewStateIndex; // 0x05DC (0x0004) [0x0000000000000020] ( CPF_Net )
- struct FName RepNewState; // 0x05E0 (0x0008) [0x0000000000000000]
- TArray< struct FName > WeaponStateMap; // 0x05E8 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- TArray< struct FString > RecRepStates; // 0x05F4 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- TArray< struct FString > WeaponParticles; // 0x0600 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- TArray< struct FMuzzleFlash > MuzzleFlashes; // 0x060C (0x000C) [0x00000000004A0001] ( CPF_Edit | CPF_EditConst | CPF_Component | CPF_NeedCtorLink )
- int LastMuzzleFlashIndex; // 0x0618 (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
- float DamageMultipliers[ 0x8 ]; // 0x061C (0x0020) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
- float ActiveTime; // 0x063C (0x0004) [0x0000000000000001] ( CPF_Edit )
- class UParticleSystem* pWeapParticleSystem; // 0x0640 (0x0004) [0x0000000000000000]
- class UParticleSystemComponent* pWeapParticleComponent; // 0x0644 (0x0004) [0x0000000004080008] ( CPF_ExportObject | CPF_Component | CPF_EditInline )
- class UavaWeaponEffectManager* WeapEffectManager; // 0x0648 (0x0004) [0x0000000000000000]
- class UParticleSystemComponent* KillEffectPSC; // 0x064C (0x0004) [0x0000000004080008] ( CPF_ExportObject | CPF_Component | CPF_EditInline )
- class UParticleSystemComponent* PassiveEffectPSC; // 0x0650 (0x0004) [0x0000000004080008] ( CPF_ExportObject | CPF_Component | CPF_EditInline )
- class UParticleSystem* KillEffectPSCTemplate; // 0x0654 (0x0004) [0x0000000000000000]
- class UParticleSystem* PassiveEffectPSCTemplate; // 0x0658 (0x0004) [0x0000000000000000]
- TArray< struct FStructKnockBackValue > arrKnockBackValue; // 0x065C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- struct FString OwnerName; // 0x0668 (0x000C) [0x0000000000402000] ( CPF_Transient | CPF_NeedCtorLink )
- int iPriorityForBot; // 0x0674 (0x0004) [0x0000000000000000]
- struct FString specialSkillDesc; // 0x0678 (0x000C) [0x0000000040408002] ( CPF_Const | CPF_Localized | CPF_NeedCtorLink | CPF_EditInlineNotify )
- class UClass* TransmogrifyingWeapCls; // 0x0684 (0x0004) [0x0000000000000020] ( CPF_Net )
- struct FString EUArmMeshName; // 0x0688 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- struct FString NRFArmMeshName; // 0x0694 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- struct FString DefaultHandMeshName; // 0x06A0 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- struct FString BaseSkelMeshName; // 0x06AC (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- struct FString BaseAnimSetName; // 0x06B8 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- struct FString WeaponSkin[ 0x3 ]; // 0x06C4 (0x0024) [0x0000000000400000] ( CPF_NeedCtorLink )
- struct FString ArmMeshName; // 0x06E8 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- struct FString ArmSkinName; // 0x06F4 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- struct FString HandMeshName; // 0x0700 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- struct FString HandSkinName; // 0x070C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- struct FString MuzzleFlashName; // 0x0718 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- struct FString MuzzleFlashAltName; // 0x0724 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- struct FString AbsMuzzleFlashName; // 0x0730 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- struct FString AbsMuzzleFlashAltName; // 0x073C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- struct FString WeaponFireSndName; // 0x0748 (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
- struct FString ScopeMeshName; // 0x0754 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
- private:
- public:
- static UClass* StaticClass()
- {
- static UClass* pClassPointer = nullptr;
- if ( ! pClassPointer )
- pClassPointer = (UClass*) UObject::GObjObjects()->Data[ 3091 ];
- return pClassPointer;
- };
- void GetBallistics ( float* Speed, float* SpeedMax, float* Angle, float* AngleMax );
- void StopKillPS ( );
- void StopPassivePS ( );
- void CheckOutWeaponEffect ( unsigned char eType, float Lifetime );
- void StopWEManager_Fire ( unsigned char FireModeNum );
- void CheckWEManager_Fire ( unsigned char FireModeNum );
- void GetAppliedSlowTime ( int iFlag, float* fAppliedTime );
- void ServerTakeDamageByKnife ( struct FDamageData Data, class AavaPawn* avaP );
- void GetTotalKnifeDamage ( float* TotalDamage );
- void ActiveKillEffect ( int KillCount );
- void ActivePassiveEffect ( );
- void CheckPassiveEffect ( );
- void SendMessageToClient ( struct FString Message );
- void FillupAmmoCount ( );
- void FillupAmmoCountDouble ( );
- void UpdateWeaponMode ( unsigned char mode, unsigned long bRep );
- bool IsLastPrimaryWeapon ( );
- int GetInventoryGroup ( );
- bool IsAllowedWeapon ( TArray< int > InvGroups );
- void SetInventoryManager ( class AInventoryManager* Manager );
- int GetIconTeamIndex ( int MyTeamIndex, float* HeightOffset );
- void DoClientDeleteEffect ( );
- void eventDestroyed ( );
- void ForceMaxAmmoCount ( int Count );
- class UClass* GetInstantHitDamageTypes ( int FireMode );
- float AdjustFOVAngle ( float FOVAngle );
- float GetBaseFOV ( );
- bool CanSnipe ( );
- bool CanEnterVehicle ( );
- bool AbandonWeapon ( );
- bool DropWeaponWithAmmos ( struct FVector StartLocation, unsigned long bDoNotSwitch, int DroppedAmmoCount );
- float GetExposureCenterRegionScale ( );
- void RaiseQuickVoice ( int qv_index );
- void StaticPrecache ( TArray< class UObject* >* List );
- void PendingStartFire ( );
- void StartFire ( unsigned char FireModeNum );
- void ForceDoDash ( unsigned long bDash );
- bool IsAvailableDash ( );
- void ItemRemovedFromInvManager ( );
- void GivenTo ( class APawn* NewOwner, unsigned long bDoNotActivate );
- bool DenyPickupQuery ( class UClass* ItemClass, class AActor* Pickup );
- void ClientWeaponThrown ( );
- void TriggerDropInventory ( class AActor* Pickup, unsigned long bDead );
- bool DropWeapon ( struct FVector StartLocation, unsigned long bDoNotSwitch );
- void SetPickupInfo ( class AavaPickup* P, unsigned long bInventoryClassOnly );
- bool CheckDuplicatePickUp ( );
- struct FVector GetThrowVel ( );
- void DropFrom ( struct FVector StartLocation, struct FVector StartVelocity );
- bool ThrowWeapon ( unsigned long bDoNotSwitch );
- void OwnerEvent ( struct FName EventName );
- void ResetInfinityAmmoByAIPreset ( );
- int GetSightMode ( );
- bool SwitchSightMode ( int requestMode, float TransitionTime, unsigned long bPlayAnim );
- float AdjustForegroundFOVAngle ( float FOV );
- void TestForegroundFOV ( float FOV );
- void SetImpactLocation ( struct FVector pos, unsigned long bBackFaceImpact, unsigned long bBloodSpurt );
- void RestoreWeaponAmmo ( );
- void SaveWeaponAmmo ( );
- bool ShouldRefire ( );
- void eventOnAnimEnd ( class UAnimNodeSequence* SeqNode, float PlayedTime, float ExcessTime );
- bool OnAnimEndForSpectator ( class UAnimNodeSequence* SeqNode, float PlayedTime, float ExcessTime );
- class UAnimNodeSequence* PlayIdleAnim ( unsigned char SightMode, unsigned long bSupportIronSight, class UAnimNodeSequence* SeqNode, struct FName OverrideIdleAnim );
- void WeaponIsDown ( );
- void RefireCheckTimer ( );
- struct FVector GetEffectLocation ( );
- struct FVector GetPhysicalFireStartLoc ( struct FVector AimDir );
- bool TryPutDown ( );
- void ClientEndFire ( unsigned char FireModeNum );
- void EndFire ( unsigned char FireModeNum );
- void UpdateHitStats ( unsigned long bDirectHit, unsigned long bFriendlyHit, float Distance );
- void UpdateFiredStats ( int NoShots );
- void CustomFire ( );
- class AProjectile* ProjectileFire ( );
- void GetFireLocAndRot ( struct FVector* Loc, struct FRotator* Rot );
- void ClientWeaponEmpty ( );
- void ForceResetWeapon ( );
- void ClientResetWeapon ( );
- void ResetWeapon ( );
- void ForceEquipWeapon ( );
- void ClientEquipWeapon ( );
- void EquipWeapon ( );
- void WeaponEmpty ( );
- void Loaded ( unsigned long bUseWeaponMax );
- bool NeedAmmo ( );
- float DesireAmmo ( unsigned long bDetour );
- bool HasAnyAmmo ( );
- bool HasAmmo ( unsigned char FireModeNum, int Amount );
- bool AmmoMaxed ( int mode );
- void FillToInitialAmmo ( );
- int AddAmmo ( int Amount );
- int AddAmmoFromWeapon ( class AavaWeapon* Other );
- bool ConsumeAmmoWhenPracticeMode ( );
- void ConsumeAmmo ( unsigned char FireModeNum );
- bool StillFiring ( unsigned char FireMode );
- bool ReadyToFire ( unsigned long bFinished );
- unsigned char BestMode ( );
- bool ShouldFireWithoutTarget ( );
- bool SplashJump ( );
- bool FireOnRelease ( );
- void FireHack ( );
- float GetOptimalRangeFor ( class AActor* Target );
- bool CanHeal ( class AActor* Other );
- float BotDesireability ( class AActor* PickupHolder, class APawn* P );
- bool CanAttack ( class AActor* Other );
- void AdjustPlayerDamage ( class AController* InstigatedBy, struct FVector HitLocation, class UClass* DamageType, int* Damage, struct FVector* Momentum );
- int LagRot ( int NewValue, int OldValue, int MaxDiff );
- void SetPosition ( class AavaPawn* Holder );
- unsigned char GetHand ( );
- void SetHand ( unsigned char NewWeaponHand );
- bool CanThrow ( );
- void ServerReselectWeapon ( );
- void GetViewAxes ( struct FVector* XAxis, struct FVector* YAxis, struct FVector* ZAxis );
- void ChangeVisibility ( unsigned long bIsVisible );
- void InitMeshForSpectator ( unsigned long bVisible );
- bool NeedMeshForSpectator ( unsigned long bVisible );
- void ToggleVisibility ( );
- void DetachMuzzleFlash ( );
- void DetachWeapon ( );
- int GetWeaponState ( );
- void AttachMuzzleFlashTo ( class USkeletalMeshComponent* SKMesh, class UClass* TransmogrifyingCls );
- void AttachMuzzleFlash ( );
- void ChangeLODLevel ( int Level );
- void ChangeMIPLevel ( int Level );
- void AdjustDetailLevel ( );
- void AttachWeaponTo ( class USkeletalMeshComponent* MeshCpnt, struct FName SocketName );
- bool ReadyToAttachWeaponTo ( class APawn* pw );
- void PendingAttachWeaponTo ( class USkeletalMeshComponent* MeshCpnt, struct FName SocketName );
- void ChangeSkin ( );
- class UAnimNodeSequence* PlayWeaponAnimation ( struct FName Sequence, float fDesiredDuration, unsigned long bLoop, class USkeletalMeshComponent* SkelMesh );
- void PlayWeaponEquip ( );
- float GetEquipTime ( );
- void TimeWeaponEquipping ( );
- void PlayWeaponPutDown ( );
- void TimeWeaponPutDown ( );
- void eventStopMuzzleFlash ( );
- void eventCauseMuzzleFlash ( );
- bool IsCameraWithinRadius ( struct FVector TestLocation, float Radius );
- bool IsMuzzleFlashRelevant ( );
- void CauseMuzzleFlashLight ( );
- void eventMuzzleFlashTimer ( );
- void PlayFiringSound ( );
- void ShakeView ( );
- void StopFireEffects ( unsigned char FireModeNum );
- void PlayFireEffects ( unsigned char FireModeNum, struct FVector HitLocation );
- float GetFireInterval ( unsigned char FireModeNum );
- void DisplayDebug ( class AHUD* HUD, float* out_YL, float* out_YPos );
- int GetAmmoCount ( );
- void DrawWeaponCrosshair ( class AHUD* HUD );
- void ActiveRenderOverlays ( class AHUD* H );
- void AdjustFire ( struct FString Cmd );
- void AdjustMesh ( struct FString Cmd );
- void SetSkin ( class UMaterial* NewMaterial );
- void CalcInventoryWeight ( );
- void GiveToEx ( class APawn* Other, unsigned long bDoNotActivate );
- void SetLightEnvironment ( class ULightEnvironmentComponent* env );
- void AttachItems ( );
- class USkeletalMeshComponent* CreateExtraMesh ( struct FString MeshName, struct FString SkinName );
- void eventLoadDLOs ( );
- void eventCollectAppliedResourceNames ( TArray< struct FString >* names );
- void eventCollectResourceNames ( TArray< struct FString >* names );
- void eventPreCache ( TArray< class UObject* >* outlist );
- void DLO ( struct FString Resource, TArray< class UObject* >* outlist );
- void CreateBaseMesh ( );
- void CreateComponent ( );
- void AddItemMesh ( struct FString MeshName, struct FName SocketName, float MaxVisibleDistance, unsigned long bForced );
- void ChangeGripSkin ( struct FString SkinName );
- void ChangeStockSkin ( struct FString SkinName );
- void ChagneBodySkin ( struct FString SkinName );
- void eventHmWeaponModifierDone ( class APawn* Pawn );
- void WeaponModifierDone ( class APawn* PlayerPawn, unsigned long bStartup );
- bool eventHmAddWeaponModifier ( int idItem );
- class AWorldInfo* GetWorldInfo ( );
- bool AddWeaponModifier ( class UClass* Mod );
- void DynamicLoadFireSound ( );
- void PendingWeaponModifiers ( );
- void AdjustWeaponModifiers ( class APawn* PlayerPawn );
- void AdjustGameRuleModifiers ( );
- void AdjustAvaPawnModifiers ( class AavaPawn* avaP );
- void AdjustMaintenanceRate ( );
- void SetMaintenanceRate ( float Rate );
- void PendingApplyNewState ( );
- void GetWeaponDebug ( TArray< struct FString >* DebugInfo );
- void ApplyNewState ( unsigned long bViaReplication );
- void UpdateRepNewStateFromIndex ( );
- void PlayWeaponFiring ( );
- void PlayWeaponActive ( );
- void PlayWeaponProjectile ( struct FName StateName );
- void PlayWeaponIdle ( );
- void PlayWeaponSightMode ( int SightMode );
- void PlayWeaponPostReloading ( );
- bool PlayWeaponReloading ( unsigned long bFirstTime );
- void eventReplicatedEvent ( struct FName VarName );
- void ApplyTestModifier ( );
- void ApplyBaseModifiers ( );
- void ApplyTransmogrifyDefaultModifiers ( );
- void PostBeginPlay ( );
- void ApplyGameModeWeaponValue ( unsigned long AdjustWeaponModifiers );
- void eventNotifyChangeState ( struct FName NewState );
- void eventAnimEndNotify_WeaponOfOwner ( );
- void DoAnimEndNotify_WeaponOfOwner ( );
- void eventAnimNotify_State ( unsigned char eState );
- void Client_SetWeaponAnimState ( unsigned char eState );
- void SetWeaponAnimState ( unsigned char eState );
- void SetPositionEx ( class AavaPawn* Holder );
- int eventGetShotIndex ( );
- void CopyFromMuzzleFlash ( int I );
- void CopyToMuzzleFlash ( int I );
- float Get_fHitFiringSoundRatio ( );
- void SetOwenrName ( struct FString NewOwnerName );
- };
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement