|
| 1 | +#pragma once |
| 2 | + |
| 3 | +#include "UE/A/ACharacter.h" |
| 4 | +#include "UE/E/EOblivionAnimGroup.h" |
| 5 | +#include "UE/E/EVActorValues.h" |
| 6 | +#include "UE/F/FPoseSnapshot.h" |
| 7 | +#include "UE/I/IReactToFreezeInterface.h" |
| 8 | +#include "UE/I/IVAudioPlayable.h" |
| 9 | +#include "UE/I/IVPhysicsControllable.h" |
| 10 | +#include "UE/I/IVTransformPairable.h" |
| 11 | +#include "UE/T/TBaseDynamicDelegate.h" |
| 12 | + |
| 13 | +namespace UE |
| 14 | +{ |
| 15 | + class UAnimSequence; |
| 16 | + class UAnimSequenceBase; |
| 17 | + class UBoxComponent; |
| 18 | + class UCurveFloat; |
| 19 | + class UPhysicalAnimationComponent; |
| 20 | + class USoundBase; |
| 21 | + class UStaticMeshComponent; |
| 22 | + class UVActiveEffectsPairingComponent; |
| 23 | + class UVActorValuesPairingComponent; |
| 24 | + class UVAltarAkComponent; |
| 25 | + class UVAnimationPairingComponent; |
| 26 | + class UVCharacterFadeInOutComponent; |
| 27 | + class UVCharacterStatePairingComponent; |
| 28 | + class UVMergedSkeletalMeshComponent; |
| 29 | + class UVPairedPawnMovementComponent; |
| 30 | + class UVPairedPawnStateMachineComponent; |
| 31 | + class UVPawnSoundPairingComponent; |
| 32 | + class UVPhysicsControllerComponent; |
| 33 | + class UVTESObjectRefComponent; |
| 34 | + class UVTransformPairingComponent; |
| 35 | + class UVWeaponsPairingComponent; |
| 36 | + class UWidgetComponent; |
| 37 | + |
| 38 | + using FOnActorValueChanged = TBaseDynamicDelegate<FNotThreadSafeDelegateMode, void, EVActorValues, float, float, float, float>; |
| 39 | + using FOnEnterLowFatigueState = TBaseDynamicMulticastDelegate<FNotThreadSafeDelegateMode, void>; |
| 40 | + using FOnExitLowFatigueState = TBaseDynamicMulticastDelegate<FNotThreadSafeDelegateMode, void>; |
| 41 | + using FOnRequestLinkDynamicAnimLayers = TBaseDynamicMulticastDelegate<FNotThreadSafeDelegateMode, void>; |
| 42 | + |
| 43 | + class AVPairedPawn : |
| 44 | + public ACharacter, |
| 45 | + public IReactToFreezeInterface, |
| 46 | + public IVPhysicsControllable, |
| 47 | + public IVTransformPairable, |
| 48 | + public IVAudioPlayable |
| 49 | + { |
| 50 | + public: |
| 51 | + UE_DEFINE_UOBJECT("Altar", "VPairedPawn"); |
| 52 | + |
| 53 | + // override |
| 54 | + virtual ~AVPairedPawn(); // 00 |
| 55 | + |
| 56 | + // members |
| 57 | + float turnInPlaceAngleThreshold; // 6C8 |
| 58 | + float actorForwardPoseOffset; // 6CC |
| 59 | + FVector lookAtPoint; // 6D0 |
| 60 | + bool shouldUseLookAtPoint; // 6E8 |
| 61 | + bool inEntityDebugMode; // 6E9 |
| 62 | + FOnEnterLowFatigueState onEnterLowFatigueState; // 6F0 |
| 63 | + FOnExitLowFatigueState onExitLowFatigueState; // 700 |
| 64 | + FOnActorValueChanged actorValueChangedDelegate_Paralysis; // 710 |
| 65 | + TObjectPtr<USceneComponent> fakeRoot; // 720 |
| 66 | + TArray<TObjectPtr<UPrimitiveComponent>> secondaryColliders; // 728 |
| 67 | + TObjectPtr<UCapsuleComponent> physicsBodyCollider; // 738 |
| 68 | + TObjectPtr<UBoxComponent> worldLimitDetectionBox; // 740 |
| 69 | + TObjectPtr<USkeletalMeshComponent> mainSkeletalMeshComponent; // 748 |
| 70 | + TObjectPtr<UStaticMeshComponent> drawnArrowMeshComponent; // 750 |
| 71 | + TObjectPtr<UVPairedPawnStateMachineComponent> stateMachineComponent; // 758 |
| 72 | + TObjectPtr<UVMergedSkeletalMeshComponent> mergedMeshComponent; // 760 |
| 73 | + TObjectPtr<UActorComponent> statusEffectComponent; // 768 |
| 74 | + TObjectPtr<UVPairedPawnMovementComponent> pairedPawnMovementComponent; // 770 |
| 75 | + TObjectPtr<UWidgetComponent> pawnDebugInfoWidgetComponent; // 778 |
| 76 | + TObjectPtr<UWidgetComponent> entityDetailsDebugWidgetComponent; // 780 |
| 77 | + TObjectPtr<UVPhysicsControllerComponent> physicsControllerComponent; // 788 |
| 78 | + TObjectPtr<UVAltarAkComponent> akAudioComponent; // 790 |
| 79 | + TObjectPtr<UPhysicalAnimationComponent> physicalAnimationComponent; // 798 |
| 80 | + TObjectPtr<UVCharacterFadeInOutComponent> characterFadeInOutComponent; // 7A0 |
| 81 | + FOnRequestLinkDynamicAnimLayers onRequestLinkDynamicAnimLayers; // 7A8 |
| 82 | + TObjectPtr<UVTESObjectRefComponent> tesRefComponent; // 7B8 |
| 83 | + TObjectPtr<UVTransformPairingComponent> transformPairingComponent; // 7C0 |
| 84 | + TObjectPtr<UVAnimationPairingComponent> animationPairingComponent; // 7C8 |
| 85 | + TObjectPtr<UVPawnSoundPairingComponent> pawnSoundPairingComponent; // 7D0 |
| 86 | + TObjectPtr<UVWeaponsPairingComponent> weaponsPairingComponent; // 7D8 |
| 87 | + TObjectPtr<UVCharacterStatePairingComponent> oblivionActorStatePairingComponent; // 7E0 |
| 88 | + TObjectPtr<UVActorValuesPairingComponent> actorValuesPairingComponent; // 7E8 |
| 89 | + TObjectPtr<UVActiveEffectsPairingComponent> activeEffectsPairingComponent; // 7F0 |
| 90 | + float lightingUpdateFrequency; // 7F8 |
| 91 | + float currentLightingValue; // 7FC |
| 92 | + float currentLightingValueWithTorch; // 800 |
| 93 | + bool doesDetectionLightingAllowShadowOcclusionTests; // 804 |
| 94 | + TObjectPtr<USoundBase> hitSoundCue; // 808 |
| 95 | + bool inCombatStance; // 810 |
| 96 | + bool isImmuneToShieldBashEffect; // 811 |
| 97 | + TSet<AActor*> allowedMeleeTargets; // 818 |
| 98 | + bool restrictedMeleeTargeting; // 868 |
| 99 | + float yawRotationDelta; // 86C |
| 100 | + UAnimSequenceBase* specialAnimSequence; // 870 |
| 101 | + UAnimSequence* dynamicAnimSequence; // 878 |
| 102 | + FPoseSnapshot lastPoseSnapshot; // 880 |
| 103 | + bool isRagdollFacingUp; // 8B8 |
| 104 | + EOblivionAnimGroup currentSpellCastAnimGroup; // 8B9 |
| 105 | + bool isLanding; // 8BA |
| 106 | + bool useRotationSpeedCurve; // 8BB |
| 107 | + TObjectPtr<UCurveFloat> rotationSpeedCurve; // 8C0 |
| 108 | + // ... |
| 109 | + }; |
| 110 | + //static_assert(sizeof(AVPairedPawn) == 0xE30); |
| 111 | +} |
0 commit comments