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Oct 2nd, 2016
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  1. // Class avaGame.avaWeapon
  2. // 0x0440 (0x0760 - 0x0320)
  3. class AavaWeapon : public AWeapon
  4. {
  5. public:
  6. class UClass* AmmoPickupClass; // 0x0320 (0x0004) [0x0000000000000000]
  7. int AmmoCount; // 0x0324 (0x0004) [0x0000000000000020] ( CPF_Net )
  8. int MaxAmmoCount; // 0x0328 (0x0004) [0x0000000000000000]
  9. int LimitAmmoCount; // 0x032C (0x0004) [0x0000000000000000]
  10. unsigned long bInitMaxAmmoCount : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000001]
  11. unsigned long bCanPickupAmmoOnly : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000002]
  12. unsigned long bSuperWeapon : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000004]
  13. unsigned long bNeverForwardPendingFire : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000008]
  14. unsigned long bAvaWeap_Knife_Hands_BR : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000010]
  15. unsigned long bDynamicMuzzleFlashes : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000020]
  16. unsigned long bMuzzleFlashPSCLoops : 1; // 0x0330 (0x0004) [0x0000000000020001] [0x00000040] ( CPF_Edit | CPF_EditConst )
  17. unsigned long FireImpulse : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000080]
  18. unsigned long bBeginFireWithoutAmmo : 1; // 0x0330 (0x0004) [0x0000000000000001] [0x00000100] ( CPF_Edit )
  19. unsigned long DropOnlyOneAmmo : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000200]
  20. unsigned long PickUpAddAmmo : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00000400]
  21. unsigned long bDrawInRadar : 1; // 0x0330 (0x0004) [0x0000000000000020] [0x00000800] ( CPF_Net )
  22. unsigned long bAlwaysDrawIcon : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00001000]
  23. unsigned long bInitializedMesh : 1; // 0x0330 (0x0004) [0x0000000000020001] [0x00002000] ( CPF_Edit | CPF_EditConst )
  24. unsigned long bAdjustWeaponModifier : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00004000]
  25. unsigned long bRemoveReserved : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00008000]
  26. unsigned long bSpecialInventory : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00010000]
  27. unsigned long bAlwaysOnRadar : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00020000]
  28. unsigned long bHideWeaponMenu : 1; // 0x0330 (0x0004) [0x0000000000000020] [0x00040000] ( CPF_Net )
  29. unsigned long bNoSelectable : 1; // 0x0330 (0x0004) [0x0000000000000020] [0x00080000] ( CPF_Net )
  30. unsigned long bAlwaysDisplayCrossHair : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00100000]
  31. unsigned long bUseSearchingTarget : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00200000]
  32. unsigned long bDisplayAmmoCount : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00400000]
  33. unsigned long bDropWhenDead : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x00800000]
  34. unsigned long bDropIfHasAmmo : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x01000000]
  35. unsigned long bRemoveIfDroppedZeroAmmo : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x02000000]
  36. unsigned long bRemoveDroppedWeapon : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x04000000]
  37. unsigned long bAvailableAbandonWeapon : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x08000000]
  38. unsigned long bInfinityAmmo : 1; // 0x0330 (0x0004) [0x0000000000000020] [0x10000000] ( CPF_Net )
  39. unsigned long DestroyWeaponEmpty : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x20000000]
  40. unsigned long bFireWhenJumping : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x40000000]
  41. unsigned long bFullAnimWhenFalling : 1; // 0x0330 (0x0004) [0x0000000000000000] [0x80000000]
  42. unsigned long bSwitchWeaponWhenEmpty : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00000001]
  43. unsigned long bOwnerEventDied : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00000002]
  44. unsigned long bDisplayOnHUD : 1; // 0x0334 (0x0004) [0x0000000000000020] [0x00000004] ( CPF_Net )
  45. unsigned long bOnlyMyTeam : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00000008]
  46. unsigned long bCantDropWeapon : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00000010]
  47. unsigned long bKnockBackAllCharacter : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00000020]
  48. unsigned long bIgnoreItemMesh : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00000040]
  49. unsigned long bFirstRestoreWeaponAmmo : 1; // 0x0334 (0x0004) [0x0000000000000001] [0x00000080] ( CPF_Edit )
  50. unsigned long bOwnership : 1; // 0x0334 (0x0004) [0x0000000000000002] [0x00000100] ( CPF_Const )
  51. unsigned long bDoNotSaveWeapon : 1; // 0x0334 (0x0004) [0x0000000000000001] [0x00000200] ( CPF_Edit )
  52. unsigned long bProjUseInitRot : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00000400]
  53. unsigned long bSwapDroppedWeapon : 1; // 0x0334 (0x0004) [0x0000000000000020] [0x00000800] ( CPF_Net )
  54. unsigned long bDisplayBallistics : 1; // 0x0334 (0x0004) [0x0000000000000000] [0x00001000]
  55. float MinReloadPct; // 0x0338 (0x0004) [0x0000000000000000]
  56. struct FViewShakeInfo FireShake; // 0x033C (0x0048) [0x0000000000000000]
  57. struct FName EffectSockets; // 0x0384 (0x0008) [0x0000000000000000]
  58. class UClass* AttachmentClass; // 0x038C (0x0004) [0x0000000000000000]
  59. class AavaWeaponAttachment* WeaponAttachment; // 0x0390 (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
  60. unsigned char InventoryGroup; // 0x0394 (0x0001) [0x0000000000000000]
  61. unsigned char m_eAnimState; // 0x0395 (0x0001) [0x0000000000000000]
  62. unsigned char PickUpTeamNum; // 0x0396 (0x0001) [0x0000000000000020] ( CPF_Net )
  63. unsigned char WeaponType; // 0x0397 (0x0001) [0x0000000000000000]
  64. unsigned char ModifiersRepDone; // 0x0398 (0x0001) [0x0000000000000020] ( CPF_Net )
  65. TArray< unsigned char > PP_StartFire_Mode_Queue; // 0x039C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  66. float GroupWeight; // 0x03A8 (0x0004) [0x0000000000000000]
  67. float InventoryWeight; // 0x03AC (0x0004) [0x0000000000000000]
  68. TArray< struct FName > WeaponFireAnim; // 0x03B0 (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
  69. TArray< struct FName > WeaponAltFireAnim; // 0x03BC (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
  70. TArray< struct FName > WeaponIronSightFireAnim; // 0x03C8 (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
  71. struct FName WeaponPutDownAnim; // 0x03D4 (0x0008) [0x0000000000000001] ( CPF_Edit )
  72. struct FName WeaponEquipAnim; // 0x03DC (0x0008) [0x0000000000000001] ( CPF_Edit )
  73. float fForceEquipTimeOneOff; // 0x03E4 (0x0004) [0x0000000000000000]
  74. TArray< struct FName > WeaponIdleAnims; // 0x03E8 (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
  75. TArray< struct FName > WeaponIronSightIdleAnims; // 0x03F4 (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
  76. int IdleContinuousCnt; // 0x0400 (0x0004) [0x0000000000000000]
  77. int MinIdleContinuousCnt; // 0x0404 (0x0004) [0x0000000000000000]
  78. int m_iKnockBackWeapon; // 0x0408 (0x0004) [0x0000000000000000]
  79. float m_fKnockBack_CharMult; // 0x040C (0x0004) [0x0000000000000000]
  80. float m_fKnockBackStunTime; // 0x0410 (0x0004) [0x0000000000000000]
  81. float m_fKnockBackStunCoolTime; // 0x0414 (0x0004) [0x0000000000000000]
  82. float m_fRateOfPlayAnim; // 0x0418 (0x0004) [0x0000000000000020] ( CPF_Net )
  83. int iAddAmmoPlus; // 0x041C (0x0004) [0x0000000000000000]
  84. float fHitFiringSoundRatioMax; // 0x0420 (0x0004) [0x0000000000000000]
  85. float fHitFiringSoundRatio; // 0x0424 (0x0004) [0x0000000000000000]
  86. float fHitPainSoundRatio; // 0x0428 (0x0004) [0x0000000000000000]
  87. class USoundCue* WeaponFireSnd; // 0x042C (0x0004) [0x0000000000000001] ( CPF_Edit )
  88. class USoundCue* WeaponPutDownSnd; // 0x0430 (0x0004) [0x0000000000000001] ( CPF_Edit )
  89. float BobDamping; // 0x0434 (0x0004) [0x0000000000000001] ( CPF_Edit )
  90. float BobDampingInDash; // 0x0438 (0x0004) [0x0000000000000001] ( CPF_Edit )
  91. float JumpDamping; // 0x043C (0x0004) [0x0000000000000001] ( CPF_Edit )
  92. float MaxPitchLag; // 0x0440 (0x0004) [0x0000000000000001] ( CPF_Edit )
  93. float MaxYawLag; // 0x0444 (0x0004) [0x0000000000000001] ( CPF_Edit )
  94. float RotLagSpeed; // 0x0448 (0x0004) [0x0000000000000001] ( CPF_Edit )
  95. struct FColor WeaponColor; // 0x044C (0x0004) [0x0000000000000000]
  96. struct FColor WeaponColorInNVG; // 0x0450 (0x0004) [0x0000000000000000]
  97. int KeyBindSlot; // 0x0454 (0x0004) [0x0000000000000001] ( CPF_Edit )
  98. class UClass* MuzzleFlashLightClass; // 0x0458 (0x0004) [0x0000000000000000]
  99. class UavaGunMuzzleFlashLight* MuzzleFlashLight; // 0x045C (0x0004) [0x0000000004080008] ( CPF_ExportObject | CPF_Component | CPF_EditInline )
  100. struct FName MuzzleFlashSocket; // 0x0460 (0x0008) [0x0000000000000000]
  101. class UStaticMeshComponent* MuzzleFlashMesh; // 0x0468 (0x0004) [0x0000000004080008] ( CPF_ExportObject | CPF_Component | CPF_EditInline )
  102. class UParticleSystemComponent* MuzzleFlashPSC; // 0x046C (0x0004) [0x00000000040A0009] ( CPF_Edit | CPF_ExportObject | CPF_EditConst | CPF_Component | CPF_EditInline )
  103. class UParticleSystemComponent* AbsMuzzleFlashPSC; // 0x0470 (0x0004) [0x00000000040A0009] ( CPF_Edit | CPF_ExportObject | CPF_EditConst | CPF_Component | CPF_EditInline )
  104. class UParticleSystem* MuzzleFlashPSCTemplate; // 0x0474 (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
  105. class UParticleSystem* MuzzleFlashAltPSCTemplate; // 0x0478 (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
  106. class UParticleSystem* AbsMuzzleFlashPSCTemplate; // 0x047C (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
  107. class UParticleSystem* AbsMuzzleFlashAltPSCTemplate; // 0x0480 (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
  108. struct FColor MuzzleFlashColor; // 0x0484 (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
  109. float MuzzleFlashDuration; // 0x0488 (0x0004) [0x0000000000000001] ( CPF_Edit )
  110. struct FColor MuzzleLightColor; // 0x048C (0x0004) [0x0000000000000000]
  111. float MuzzleLightRadius; // 0x0490 (0x0004) [0x0000000000000000]
  112. float MuzzleLightBrightness; // 0x0494 (0x0004) [0x0000000000000000]
  113. struct FVector PlayerViewOffset; // 0x0498 (0x000C) [0x0000000000000001] ( CPF_Edit )
  114. int OwnerStatsID; // 0x04A4 (0x0004) [0x0000000000000000]
  115. float WeaponFOV; // 0x04A8 (0x0004) [0x0000000000000000]
  116. TArray< struct FVector > FireOffsetEx; // 0x04AC (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
  117. class UClass* PickUpClass; // 0x04B8 (0x0004) [0x0000000000000000]
  118. float PickUpLifeTime; // 0x04BC (0x0004) [0x0000000000000020] ( CPF_Net )
  119. int IndicatorType; // 0x04C0 (0x0004) [0x0000000000000000]
  120. struct FVector ThrowOffset; // 0x04C4 (0x000C) [0x0000000000000001] ( CPF_Edit )
  121. float BaseSpeed; // 0x04D0 (0x0004) [0x0000000000000001] ( CPF_Edit )
  122. float AimSpeedPct; // 0x04D4 (0x0004) [0x0000000000000001] ( CPF_Edit )
  123. float WalkSpeedPct; // 0x04D8 (0x0004) [0x0000000000000001] ( CPF_Edit )
  124. float CrouchSpeedPct; // 0x04DC (0x0004) [0x0000000000000001] ( CPF_Edit )
  125. float CrouchAimSpeedPct; // 0x04E0 (0x0004) [0x0000000000000001] ( CPF_Edit )
  126. float SwimSpeedPct; // 0x04E4 (0x0004) [0x0000000000000001] ( CPF_Edit )
  127. float SprintSpeedPct; // 0x04E8 (0x0004) [0x0000000000000001] ( CPF_Edit )
  128. float CrouchSprintSpeedPct; // 0x04EC (0x0004) [0x0000000000000001] ( CPF_Edit )
  129. struct FName WeaponDashStartAnims; // 0x04F0 (0x0008) [0x0000000000000001] ( CPF_Edit )
  130. struct FName WeaponDashEndAnims; // 0x04F8 (0x0008) [0x0000000000000001] ( CPF_Edit )
  131. struct FName WeaponDashIdleAnims; // 0x0500 (0x0008) [0x0000000000000001] ( CPF_Edit )
  132. class UAnimNodeSequence* DashStartAnimNode; // 0x0508 (0x0004) [0x0000000000000000]
  133. TArray< struct FName > QuickVoiceAnim; // 0x050C (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
  134. class USkeletalMeshComponent* ArmComponent; // 0x0518 (0x0004) [0x00000000040A0009] ( CPF_Edit | CPF_ExportObject | CPF_EditConst | CPF_Component | CPF_EditInline )
  135. class USkeletalMeshComponent* HandComponent; // 0x051C (0x0004) [0x00000000040A0009] ( CPF_Edit | CPF_ExportObject | CPF_EditConst | CPF_Component | CPF_EditInline )
  136. TArray< struct FWeaponItemPart > ItemParts; // 0x0520 (0x000C) [0x0000000000480000] ( CPF_Component | CPF_NeedCtorLink )
  137. TArray< struct FCharacterWeaponCombine > arrCharacterWeaponCombines; // 0x052C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  138. TArray< class UClass* > DefaultModifiers; // 0x0538 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  139. TArray< class UClass* > BaseModifiers; // 0x0544 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  140. class UClass* WeaponModifiers[ 0xA ]; // 0x0550 (0x0028) [0x0000000000000020] ( CPF_Net )
  141. float MaintenanceRate; // 0x0578 (0x0004) [0x0000000000000020] ( CPF_Net )
  142. int RadarIconCode; // 0x057C (0x0004) [0x0000000000000020] ( CPF_Net )
  143. struct FColor RadarIconColor; // 0x0580 (0x0004) [0x0000000000000000]
  144. class UTexture2D* CrossHairMtrl; // 0x0584 (0x0004) [0x0000000000000000]
  145. int CrossHairSizeX; // 0x0588 (0x0004) [0x0000000000000000]
  146. int CrossHairSizeY; // 0x058C (0x0004) [0x0000000000000000]
  147. struct FString StatusStr; // 0x0590 (0x000C) [0x0000000040408002] ( CPF_Const | CPF_Localized | CPF_NeedCtorLink | CPF_EditInlineNotify )
  148. int StatusPriority; // 0x059C (0x0004) [0x0000000000000000]
  149. float DropVelocity; // 0x05A0 (0x0004) [0x0000000000000000]
  150. struct FString ItemShortName; // 0x05A4 (0x000C) [0x0000000040408002] ( CPF_Const | CPF_Localized | CPF_NeedCtorLink | CPF_EditInlineNotify )
  151. int GIMIndexWhenPickUp; // 0x05B0 (0x0004) [0x0000000000000000]
  152. int GIMIndexWhenEquip; // 0x05B4 (0x0004) [0x0000000000000000]
  153. int AbandonedAmmoCount; // 0x05B8 (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
  154. class AavaPickupProvider* PickUpProvider; // 0x05BC (0x0004) [0x0000000000000020] ( CPF_Net )
  155. float FullAnimFallingSpeed; // 0x05C0 (0x0004) [0x0000000000000000]
  156. float BaseFOV; // 0x05C4 (0x0004) [0x0000000000022001] ( CPF_Edit | CPF_Transient | CPF_EditConst )
  157. TArray< struct FSDebugWeaponLine > DebugWeaponLines; // 0x05C8 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  158. int IconTeamIndex[ 0x2 ]; // 0x05D4 (0x0008) [0x0000000000000001] ( CPF_Edit )
  159. int RepNewStateIndex; // 0x05DC (0x0004) [0x0000000000000020] ( CPF_Net )
  160. struct FName RepNewState; // 0x05E0 (0x0008) [0x0000000000000000]
  161. TArray< struct FName > WeaponStateMap; // 0x05E8 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  162. TArray< struct FString > RecRepStates; // 0x05F4 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  163. TArray< struct FString > WeaponParticles; // 0x0600 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  164. TArray< struct FMuzzleFlash > MuzzleFlashes; // 0x060C (0x000C) [0x00000000004A0001] ( CPF_Edit | CPF_EditConst | CPF_Component | CPF_NeedCtorLink )
  165. int LastMuzzleFlashIndex; // 0x0618 (0x0004) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
  166. float DamageMultipliers[ 0x8 ]; // 0x061C (0x0020) [0x0000000000020001] ( CPF_Edit | CPF_EditConst )
  167. float ActiveTime; // 0x063C (0x0004) [0x0000000000000001] ( CPF_Edit )
  168. class UParticleSystem* pWeapParticleSystem; // 0x0640 (0x0004) [0x0000000000000000]
  169. class UParticleSystemComponent* pWeapParticleComponent; // 0x0644 (0x0004) [0x0000000004080008] ( CPF_ExportObject | CPF_Component | CPF_EditInline )
  170. class UavaWeaponEffectManager* WeapEffectManager; // 0x0648 (0x0004) [0x0000000000000000]
  171. class UParticleSystemComponent* KillEffectPSC; // 0x064C (0x0004) [0x0000000004080008] ( CPF_ExportObject | CPF_Component | CPF_EditInline )
  172. class UParticleSystemComponent* PassiveEffectPSC; // 0x0650 (0x0004) [0x0000000004080008] ( CPF_ExportObject | CPF_Component | CPF_EditInline )
  173. class UParticleSystem* KillEffectPSCTemplate; // 0x0654 (0x0004) [0x0000000000000000]
  174. class UParticleSystem* PassiveEffectPSCTemplate; // 0x0658 (0x0004) [0x0000000000000000]
  175. TArray< struct FStructKnockBackValue > arrKnockBackValue; // 0x065C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  176. struct FString OwnerName; // 0x0668 (0x000C) [0x0000000000402000] ( CPF_Transient | CPF_NeedCtorLink )
  177. int iPriorityForBot; // 0x0674 (0x0004) [0x0000000000000000]
  178. struct FString specialSkillDesc; // 0x0678 (0x000C) [0x0000000040408002] ( CPF_Const | CPF_Localized | CPF_NeedCtorLink | CPF_EditInlineNotify )
  179. class UClass* TransmogrifyingWeapCls; // 0x0684 (0x0004) [0x0000000000000020] ( CPF_Net )
  180. struct FString EUArmMeshName; // 0x0688 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  181. struct FString NRFArmMeshName; // 0x0694 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  182. struct FString DefaultHandMeshName; // 0x06A0 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  183. struct FString BaseSkelMeshName; // 0x06AC (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  184. struct FString BaseAnimSetName; // 0x06B8 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  185. struct FString WeaponSkin[ 0x3 ]; // 0x06C4 (0x0024) [0x0000000000400000] ( CPF_NeedCtorLink )
  186. struct FString ArmMeshName; // 0x06E8 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  187. struct FString ArmSkinName; // 0x06F4 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  188. struct FString HandMeshName; // 0x0700 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  189. struct FString HandSkinName; // 0x070C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  190. struct FString MuzzleFlashName; // 0x0718 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  191. struct FString MuzzleFlashAltName; // 0x0724 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  192. struct FString AbsMuzzleFlashName; // 0x0730 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  193. struct FString AbsMuzzleFlashAltName; // 0x073C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  194. struct FString WeaponFireSndName; // 0x0748 (0x000C) [0x0000000000400001] ( CPF_Edit | CPF_NeedCtorLink )
  195. struct FString ScopeMeshName; // 0x0754 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
  196.  
  197. private:
  198.  
  199.  
  200. public:
  201. static UClass* StaticClass()
  202. {
  203. static UClass* pClassPointer = nullptr;
  204.  
  205. if ( ! pClassPointer )
  206. pClassPointer = (UClass*) UObject::GObjObjects()->Data[ 3091 ];
  207.  
  208. return pClassPointer;
  209. };
  210.  
  211. void GetBallistics ( float* Speed, float* SpeedMax, float* Angle, float* AngleMax );
  212. void StopKillPS ( );
  213. void StopPassivePS ( );
  214. void CheckOutWeaponEffect ( unsigned char eType, float Lifetime );
  215. void StopWEManager_Fire ( unsigned char FireModeNum );
  216. void CheckWEManager_Fire ( unsigned char FireModeNum );
  217. void GetAppliedSlowTime ( int iFlag, float* fAppliedTime );
  218. void ServerTakeDamageByKnife ( struct FDamageData Data, class AavaPawn* avaP );
  219. void GetTotalKnifeDamage ( float* TotalDamage );
  220. void ActiveKillEffect ( int KillCount );
  221. void ActivePassiveEffect ( );
  222. void CheckPassiveEffect ( );
  223. void SendMessageToClient ( struct FString Message );
  224. void FillupAmmoCount ( );
  225. void FillupAmmoCountDouble ( );
  226. void UpdateWeaponMode ( unsigned char mode, unsigned long bRep );
  227. bool IsLastPrimaryWeapon ( );
  228. int GetInventoryGroup ( );
  229. bool IsAllowedWeapon ( TArray< int > InvGroups );
  230. void SetInventoryManager ( class AInventoryManager* Manager );
  231. int GetIconTeamIndex ( int MyTeamIndex, float* HeightOffset );
  232. void DoClientDeleteEffect ( );
  233. void eventDestroyed ( );
  234. void ForceMaxAmmoCount ( int Count );
  235. class UClass* GetInstantHitDamageTypes ( int FireMode );
  236. float AdjustFOVAngle ( float FOVAngle );
  237. float GetBaseFOV ( );
  238. bool CanSnipe ( );
  239. bool CanEnterVehicle ( );
  240. bool AbandonWeapon ( );
  241. bool DropWeaponWithAmmos ( struct FVector StartLocation, unsigned long bDoNotSwitch, int DroppedAmmoCount );
  242. float GetExposureCenterRegionScale ( );
  243. void RaiseQuickVoice ( int qv_index );
  244. void StaticPrecache ( TArray< class UObject* >* List );
  245. void PendingStartFire ( );
  246. void StartFire ( unsigned char FireModeNum );
  247. void ForceDoDash ( unsigned long bDash );
  248. bool IsAvailableDash ( );
  249. void ItemRemovedFromInvManager ( );
  250. void GivenTo ( class APawn* NewOwner, unsigned long bDoNotActivate );
  251. bool DenyPickupQuery ( class UClass* ItemClass, class AActor* Pickup );
  252. void ClientWeaponThrown ( );
  253. void TriggerDropInventory ( class AActor* Pickup, unsigned long bDead );
  254. bool DropWeapon ( struct FVector StartLocation, unsigned long bDoNotSwitch );
  255. void SetPickupInfo ( class AavaPickup* P, unsigned long bInventoryClassOnly );
  256. bool CheckDuplicatePickUp ( );
  257. struct FVector GetThrowVel ( );
  258. void DropFrom ( struct FVector StartLocation, struct FVector StartVelocity );
  259. bool ThrowWeapon ( unsigned long bDoNotSwitch );
  260. void OwnerEvent ( struct FName EventName );
  261. void ResetInfinityAmmoByAIPreset ( );
  262. int GetSightMode ( );
  263. bool SwitchSightMode ( int requestMode, float TransitionTime, unsigned long bPlayAnim );
  264. float AdjustForegroundFOVAngle ( float FOV );
  265. void TestForegroundFOV ( float FOV );
  266. void SetImpactLocation ( struct FVector pos, unsigned long bBackFaceImpact, unsigned long bBloodSpurt );
  267. void RestoreWeaponAmmo ( );
  268. void SaveWeaponAmmo ( );
  269. bool ShouldRefire ( );
  270. void eventOnAnimEnd ( class UAnimNodeSequence* SeqNode, float PlayedTime, float ExcessTime );
  271. bool OnAnimEndForSpectator ( class UAnimNodeSequence* SeqNode, float PlayedTime, float ExcessTime );
  272. class UAnimNodeSequence* PlayIdleAnim ( unsigned char SightMode, unsigned long bSupportIronSight, class UAnimNodeSequence* SeqNode, struct FName OverrideIdleAnim );
  273. void WeaponIsDown ( );
  274. void RefireCheckTimer ( );
  275. struct FVector GetEffectLocation ( );
  276. struct FVector GetPhysicalFireStartLoc ( struct FVector AimDir );
  277. bool TryPutDown ( );
  278. void ClientEndFire ( unsigned char FireModeNum );
  279. void EndFire ( unsigned char FireModeNum );
  280. void UpdateHitStats ( unsigned long bDirectHit, unsigned long bFriendlyHit, float Distance );
  281. void UpdateFiredStats ( int NoShots );
  282. void CustomFire ( );
  283. class AProjectile* ProjectileFire ( );
  284. void GetFireLocAndRot ( struct FVector* Loc, struct FRotator* Rot );
  285. void ClientWeaponEmpty ( );
  286. void ForceResetWeapon ( );
  287. void ClientResetWeapon ( );
  288. void ResetWeapon ( );
  289. void ForceEquipWeapon ( );
  290. void ClientEquipWeapon ( );
  291. void EquipWeapon ( );
  292. void WeaponEmpty ( );
  293. void Loaded ( unsigned long bUseWeaponMax );
  294. bool NeedAmmo ( );
  295. float DesireAmmo ( unsigned long bDetour );
  296. bool HasAnyAmmo ( );
  297. bool HasAmmo ( unsigned char FireModeNum, int Amount );
  298. bool AmmoMaxed ( int mode );
  299. void FillToInitialAmmo ( );
  300. int AddAmmo ( int Amount );
  301. int AddAmmoFromWeapon ( class AavaWeapon* Other );
  302. bool ConsumeAmmoWhenPracticeMode ( );
  303. void ConsumeAmmo ( unsigned char FireModeNum );
  304. bool StillFiring ( unsigned char FireMode );
  305. bool ReadyToFire ( unsigned long bFinished );
  306. unsigned char BestMode ( );
  307. bool ShouldFireWithoutTarget ( );
  308. bool SplashJump ( );
  309. bool FireOnRelease ( );
  310. void FireHack ( );
  311. float GetOptimalRangeFor ( class AActor* Target );
  312. bool CanHeal ( class AActor* Other );
  313. float BotDesireability ( class AActor* PickupHolder, class APawn* P );
  314. bool CanAttack ( class AActor* Other );
  315. void AdjustPlayerDamage ( class AController* InstigatedBy, struct FVector HitLocation, class UClass* DamageType, int* Damage, struct FVector* Momentum );
  316. int LagRot ( int NewValue, int OldValue, int MaxDiff );
  317. void SetPosition ( class AavaPawn* Holder );
  318. unsigned char GetHand ( );
  319. void SetHand ( unsigned char NewWeaponHand );
  320. bool CanThrow ( );
  321. void ServerReselectWeapon ( );
  322. void GetViewAxes ( struct FVector* XAxis, struct FVector* YAxis, struct FVector* ZAxis );
  323. void ChangeVisibility ( unsigned long bIsVisible );
  324. void InitMeshForSpectator ( unsigned long bVisible );
  325. bool NeedMeshForSpectator ( unsigned long bVisible );
  326. void ToggleVisibility ( );
  327. void DetachMuzzleFlash ( );
  328. void DetachWeapon ( );
  329. int GetWeaponState ( );
  330. void AttachMuzzleFlashTo ( class USkeletalMeshComponent* SKMesh, class UClass* TransmogrifyingCls );
  331. void AttachMuzzleFlash ( );
  332. void ChangeLODLevel ( int Level );
  333. void ChangeMIPLevel ( int Level );
  334. void AdjustDetailLevel ( );
  335. void AttachWeaponTo ( class USkeletalMeshComponent* MeshCpnt, struct FName SocketName );
  336. bool ReadyToAttachWeaponTo ( class APawn* pw );
  337. void PendingAttachWeaponTo ( class USkeletalMeshComponent* MeshCpnt, struct FName SocketName );
  338. void ChangeSkin ( );
  339. class UAnimNodeSequence* PlayWeaponAnimation ( struct FName Sequence, float fDesiredDuration, unsigned long bLoop, class USkeletalMeshComponent* SkelMesh );
  340. void PlayWeaponEquip ( );
  341. float GetEquipTime ( );
  342. void TimeWeaponEquipping ( );
  343. void PlayWeaponPutDown ( );
  344. void TimeWeaponPutDown ( );
  345. void eventStopMuzzleFlash ( );
  346. void eventCauseMuzzleFlash ( );
  347. bool IsCameraWithinRadius ( struct FVector TestLocation, float Radius );
  348. bool IsMuzzleFlashRelevant ( );
  349. void CauseMuzzleFlashLight ( );
  350. void eventMuzzleFlashTimer ( );
  351. void PlayFiringSound ( );
  352. void ShakeView ( );
  353. void StopFireEffects ( unsigned char FireModeNum );
  354. void PlayFireEffects ( unsigned char FireModeNum, struct FVector HitLocation );
  355. float GetFireInterval ( unsigned char FireModeNum );
  356. void DisplayDebug ( class AHUD* HUD, float* out_YL, float* out_YPos );
  357. int GetAmmoCount ( );
  358. void DrawWeaponCrosshair ( class AHUD* HUD );
  359. void ActiveRenderOverlays ( class AHUD* H );
  360. void AdjustFire ( struct FString Cmd );
  361. void AdjustMesh ( struct FString Cmd );
  362. void SetSkin ( class UMaterial* NewMaterial );
  363. void CalcInventoryWeight ( );
  364. void GiveToEx ( class APawn* Other, unsigned long bDoNotActivate );
  365. void SetLightEnvironment ( class ULightEnvironmentComponent* env );
  366. void AttachItems ( );
  367. class USkeletalMeshComponent* CreateExtraMesh ( struct FString MeshName, struct FString SkinName );
  368. void eventLoadDLOs ( );
  369. void eventCollectAppliedResourceNames ( TArray< struct FString >* names );
  370. void eventCollectResourceNames ( TArray< struct FString >* names );
  371. void eventPreCache ( TArray< class UObject* >* outlist );
  372. void DLO ( struct FString Resource, TArray< class UObject* >* outlist );
  373. void CreateBaseMesh ( );
  374. void CreateComponent ( );
  375. void AddItemMesh ( struct FString MeshName, struct FName SocketName, float MaxVisibleDistance, unsigned long bForced );
  376. void ChangeGripSkin ( struct FString SkinName );
  377. void ChangeStockSkin ( struct FString SkinName );
  378. void ChagneBodySkin ( struct FString SkinName );
  379. void eventHmWeaponModifierDone ( class APawn* Pawn );
  380. void WeaponModifierDone ( class APawn* PlayerPawn, unsigned long bStartup );
  381. bool eventHmAddWeaponModifier ( int idItem );
  382. class AWorldInfo* GetWorldInfo ( );
  383. bool AddWeaponModifier ( class UClass* Mod );
  384. void DynamicLoadFireSound ( );
  385. void PendingWeaponModifiers ( );
  386. void AdjustWeaponModifiers ( class APawn* PlayerPawn );
  387. void AdjustGameRuleModifiers ( );
  388. void AdjustAvaPawnModifiers ( class AavaPawn* avaP );
  389. void AdjustMaintenanceRate ( );
  390. void SetMaintenanceRate ( float Rate );
  391. void PendingApplyNewState ( );
  392. void GetWeaponDebug ( TArray< struct FString >* DebugInfo );
  393. void ApplyNewState ( unsigned long bViaReplication );
  394. void UpdateRepNewStateFromIndex ( );
  395. void PlayWeaponFiring ( );
  396. void PlayWeaponActive ( );
  397. void PlayWeaponProjectile ( struct FName StateName );
  398. void PlayWeaponIdle ( );
  399. void PlayWeaponSightMode ( int SightMode );
  400. void PlayWeaponPostReloading ( );
  401. bool PlayWeaponReloading ( unsigned long bFirstTime );
  402. void eventReplicatedEvent ( struct FName VarName );
  403. void ApplyTestModifier ( );
  404. void ApplyBaseModifiers ( );
  405. void ApplyTransmogrifyDefaultModifiers ( );
  406. void PostBeginPlay ( );
  407. void ApplyGameModeWeaponValue ( unsigned long AdjustWeaponModifiers );
  408. void eventNotifyChangeState ( struct FName NewState );
  409. void eventAnimEndNotify_WeaponOfOwner ( );
  410. void DoAnimEndNotify_WeaponOfOwner ( );
  411. void eventAnimNotify_State ( unsigned char eState );
  412. void Client_SetWeaponAnimState ( unsigned char eState );
  413. void SetWeaponAnimState ( unsigned char eState );
  414. void SetPositionEx ( class AavaPawn* Holder );
  415. int eventGetShotIndex ( );
  416. void CopyFromMuzzleFlash ( int I );
  417. void CopyToMuzzleFlash ( int I );
  418. float Get_fHitFiringSoundRatio ( );
  419. void SetOwenrName ( struct FString NewOwnerName );
  420. };
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