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Structs.h
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Structs.h
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#pragma once
//struct FVector2D
//{
// float X; // 0x0000(0x0004) (Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData)
// float Y; // 0x0004(0x0004) (Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData)
//
// inline FVector2D()
// : X(0), Y(0)
// { }
//
// inline FVector2D(float x, float y)
// : X(x),
// Y(y)
// { }
//
//
// FVector2D operator+(const FVector2D& v) {
// return FVector2D{ X + v.X, Y + v.Y };
// }
//};
//struct FVector {
// float X;
// float Y;
// float Z;
//};
struct FMatrix
{
float M[4][4];
};
static FMatrix* myMatrix = new FMatrix();
template<class T>
struct TArray
{
friend struct FString;
public:
inline TArray()
{
Data = nullptr;
Count = Max = 0;
};
inline int Num() const
{
return Count;
};
inline T& operator[](int i)
{
return Data[i];
};
inline const T& operator[](int i) const
{
return Data[i];
};
inline bool IsValidIndex(int i) const
{
return i < Num();
}
private:
T* Data;
int32_t Count;
int32_t Max;
};
//class FText {
//public:
// char _padding_[0x28];
// PWCHAR Name;
// DWORD Length;
//
// inline PWCHAR c_wstr() {
// return Name;
// }
//};
int wcslenA(const wchar_t* string)
{
int cnt = 0;
if (string)
{
for (; *string != 0; ++string) ++cnt;
}
return cnt;
}
struct FString : private TArray<wchar_t>
{
inline FString()
{
};
FString(const wchar_t* other)
{
Max = Count = *other ? wcslenA(other) + 1 : 0;
if (Count)
{
Data = const_cast<wchar_t*>(other);
}
};
inline bool IsValid() const
{
return Data != nullptr;
}
inline const wchar_t* c_str() const
{
return Data;
}
std::string ToString() const
{
auto length = std::wcslen(Data);
std::string str(length, '\0');
std::use_facet<std::ctype<wchar_t>>(std::locale()).narrow(Data, Data + length, '?', &str[0]);
return str;
}
};
//class UClass {
//public:
// BYTE _padding_0[0x40];
// UClass* SuperClass;
//};
//
//class UObject {
//public:
// PVOID VTableObject;
// DWORD ObjectFlags;
// DWORD InternalIndex;
// UClass* Class;
// BYTE _padding_0[0x8];
// UObject* Outer;
//
// inline BOOLEAN IsA(PVOID parentClass) {
// for (auto super = this->Class; super; super = super->SuperClass) {
// if (super == parentClass) {
// return TRUE;
// }
// }
//
// return FALSE;
// }
//};
//
//class FUObjectItem {
//public:
// UObject* Object;
// DWORD Flags;
// DWORD ClusterIndex;
// DWORD SerialNumber;
// DWORD SerialNumber2;
//};
class TUObjectArray {
public:
FUObjectItem* Objects[9];
};
class GObjects {
public:
TUObjectArray* ObjectArray;
BYTE _padding_0[0xC];
DWORD ObjectCount;
};
//struct FRotator {
// float Pitch;
// float Yaw;
// float Roll;
//};
struct FMinimalViewInfo {
FVector Location;
FRotator Rotation;
float FOV;
float OrthoWidth;
float OrthoNearClipPlane;
float OrthoFarClipPlane;
float AspectRatio;
};
struct FName
{
int32_t ComparisonIndex;
int32_t Number;
};
struct FLinearColor
{
FLinearColor() : R(0.f), G(0.f), B(0.f), A(0.f)
{
}
FLinearColor(float _R, float _G, float _B, float _A) : R(_R), G(_G), B(_B), A(_A)
{
}
float R; // 0x00(0x04)
float G; // 0x04(0x04)
float B; // 0x08(0x04)
float A; // 0x0c(0x04)
};
/*
struct FLinearColor
{
float R; // 0x0000(0x0004) (Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData)
float G; // 0x0004(0x0004) (Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData)
float B; // 0x0008(0x0004) (Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData)
float A; // 0x000C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, SaveGame, IsPlainOldData)
inline FLinearColor()
: R(0), G(0), B(0), A(0)
{ }
inline FLinearColor(float r, float g, float b, float a)
: R(r / 255.0f),
G(g / 255.0f),
B(b / 255.0f),
A(a)
{ }
};
*/
struct FColor
{
uint8_t R; // 0x00(0x04)
uint8_t G; // 0x04(0x04)
uint8_t B; // 0x08(0x04)
uint8_t A; // 0x0c(0x04)
};
class UCanvas
{
public:
unsigned char Padding_jYrEa[0x28];
float OrgX; // 0x28(0x4)
// No Padding Required Here
float OrgY; // 0x2c(0x4)
// No Padding Required Here
float ClipX; // 0x30(0x4)
// No Padding Required Here
float ClipY; // 0x34(0x4)
// No Padding Required Here
struct FColor DrawColor; // 0x38(0x4) yes but define it
// No Padding Required Here
char bCenterX : 1; // 0x3c(0x1)
// No Padding Required Here
char bCenterY : 1; // 0x3c(0x1)
// No Padding Required Here
char bNoSmooth : 1; // 0x3c(0x1)
// No Padding Required Here
unsigned char UnknownBuffer_GsD24 : 5; // 0x3c(0x1)
// No Padding Required Here
unsigned char UnknownBuffer_Pu72n[0x3]; // 0x3d(0x3)
// No Padding Required Here
int32_t SizeX; // 0x40(0x4)
// No Padding Required Here
int32_t SizeY; // 0x44(0x4)
// No Padding Required Here
unsigned char UnknownBuffer_67hdW[0x8]; // 0x48(0x8)
// No Padding Required Here
unsigned char ColorModulate[0x10]; // 0x50(0x10)
// No Padding Required Here
PVOID DefaultTexture; // 0x60(0x8)
// No Padding Required Here
PVOID GradientTexture0; // 0x68(0x8)
// No Padding Required Here
PVOID ReporterGraph; // 0x70(0x8)
};
class AHUD
{
public:
unsigned char Padding_d24Be[0x228];
char bLostFocusPaused : 1; // 0x228(0x1)
// No Padding Required Here
char bShowHUD : 1; // 0x228(0x1)
// No Padding Required Here
char bShowDebugInfo : 1; // 0x228(0x1)
// No Padding Required Here
unsigned char UnknownBuffer_HaB72 : 5; // 0x228(0x1)
// No Padding Required Here
unsigned char UnknownBuffer_7vY26[0x3]; // 0x229(0x3)
// No Padding Required Here
int32_t CurrentTargetIndex; // 0x22c(0x4)
// No Padding Required Here
char bShowHitBoxDebugInfo : 1; // 0x230(0x1)
// No Padding Required Here
char bShowOverlays : 1; // 0x230(0x1)
// No Padding Required Here
char bEnableDebugTextShadow : 1; // 0x230(0x1)
// No Padding Required Here
unsigned char UnknownBuffer_2aNx7 : 5; // 0x230(0x1)
// No Padding Required Here
unsigned char UnknownBuffer_8HAfk[0x7]; // 0x231(0x7)
// No Padding Required Here
TArray<struct AActor*> PostRenderedActors; // 0x238(0x10)
// No Padding Required Here
unsigned char UnknownBuffer_h7Nua[0x8]; // 0x248(0x8)
// No Padding Required Here
TArray<struct FName> DebugDisplay; // 0x250(0x10)
// No Padding Required Here
TArray<struct FName> ToggledDebugCategories; // 0x260(0x10)
// No Padding Required Here
UCanvas* Canvas; // 0x270(0x8)
// No Padding Required Here
UCanvas* DebugCanvas; // 0x278(0x8)
};
struct FCameraCacheEntry
{
float Timestamp; // 0x0000(0x0004) (ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0xC]; // 0x0004(0x000C) MISSED OFFSET
FMinimalViewInfo POV; // 0x0010(0x05E0)
};
class AFortPawn;
namespace StructsParams {
struct UKismetMathLibrary_FindLookAtRotation_Params
{
Vector3 Start; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
Vector3 Target; // (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
Vector3 ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
struct UFortKismetLibrary_GetFortPlayerPawns_Params
{
UObject* WorldContextObject; // (Parm, ZeroConstructor, IsPlainOldData)
TArray<AFortPawn*> ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm)
};
struct AController_ClientSetRotation_Params
{
Vector3 NewRotation; // (Parm, ZeroConstructor, IsPlainOldData)
bool bResetCamera; // (Parm, ZeroConstructor, IsPlainOldData)
};
struct AController_SetIgnoreLookInput_Params
{
bool bNewLookInput; // (Parm, ZeroConstructor, IsPlainOldData)
};
struct AController_ResetIgnoreLookInput_Params
{
};
struct APlayerController_GetMousePosition_Params
{
float LocationX; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
float LocationY; // (Parm, OutParm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
struct APlayerController_ClientReturnToMainMenu_Params
{
FString ReturnReason; // (ConstParm, Parm, ReferenceParm)
};
struct AActor_K2_SetActorLocation_Params
{
Vector3 NewLocation; // (Parm, ZeroConstructor, IsPlainOldData)
bool bSweep; // (Parm, ZeroConstructor, IsPlainOldData)
int SweepHitResult; // (Parm, OutParm, IsPlainOldData)
bool bTeleport; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
struct AActor_K2_TeleportTo_Params
{
Vector3 DestLocation; // (Parm, ZeroConstructor, IsPlainOldData)
Vector3 DestRotation; // (Parm, ZeroConstructor, IsPlainOldData)
bool ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
struct AFortWeapon_GetProjectileSpeed_Params
{
float ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
struct USceneComponent_GetComponentVelocity_Params
{
Vector3 ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
};
struct AController_ClientSetLocation_Params
{
Vector3 NewLocation; // (Parm, ZeroConstructor, IsPlainOldData)
Vector3 NewRotation; // (Parm, ZeroConstructor, IsPlainOldData)
};
//Engine Renderer
struct UCanvas_K2_DrawLine_Params
{
FVector2D ScreenPositionA; // (Parm, ZeroConstructor, IsPlainOldData)
FVector2D ScreenPositionB; // (Parm, ZeroConstructor, IsPlainOldData)
float Thickness; // (Parm, ZeroConstructor, IsPlainOldData)
FLinearColor RenderColor; // (Parm, ZeroConstructor, IsPlainOldData)
};
struct UCanvas_K2_DrawText_Params
{
PVOID RenderFont; // (Parm, ZeroConstructor, IsPlainOldData)
FString RenderText; // (Parm, ZeroConstructor)
FVector2D ScreenPosition; // (Parm, ZeroConstructor, IsPlainOldData)
FVector2D Scale; // (Parm, ZeroConstructor, IsPlainOldData)
FLinearColor RenderColor; // (Parm, ZeroConstructor, IsPlainOldData)
float Kerning; // (Parm, ZeroConstructor, IsPlainOldData)
FLinearColor ShadowColor; // (Parm, ZeroConstructor, IsPlainOldData)
FVector2D ShadowOffset; // (Parm, ZeroConstructor, IsPlainOldData)
bool bCentreX; // (Parm, ZeroConstructor, IsPlainOldData)
bool bCentreY; // (Parm, ZeroConstructor, IsPlainOldData)
bool bOutlined; // (Parm, ZeroConstructor, IsPlainOldData)
FLinearColor OutlineColor; // (Parm, ZeroConstructor, IsPlainOldData)
};
}