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structs.h
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structs.h
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/*
Free open SRC thisisrico.de | Discord ThisIsRico#8696
*/
#pragma once
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;
};
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 BOOLEAN IsValidIndex(INT i) {
return i < Num();
}
private:
T *Data;
INT Count;
INT Max;
};
struct FString : private TArray<WCHAR> {
FString() {
Data = nullptr;
Max = Count = 0;
}
FString(LPCWSTR other) {
Max = Count = static_cast<INT>(wcslen(other));
if (Count) {
Data = const_cast<PWCHAR>(other);
}
};
inline BOOLEAN IsValid() {
return Data != nullptr;
}
inline PWCHAR c_str() {
return Data;
}
};
class FText {
private:
char _padding_[0x28];
PWCHAR Name;
DWORD Length;
public:
inline PWCHAR c_str() {
return Name;
}
};
typedef struct {
float X, Y, Z;
} FVector;
typedef struct {
float X, Y;
} FVector2D;
typedef struct {
float Pitch;
float Yaw;
float Roll;
} FRotator;
typedef struct {
FVector Location;
FRotator Rotation;
float FOV;
float OrthoWidth;
float OrthoNearClipPlane;
float OrthoFarClipPlane;
float AspectRatio;
} FMinimalViewInfo;
typedef struct {
float M[4][4];
} FMatrix;
typedef struct {
FVector ViewOrigin;
char _padding_0[4];
FMatrix ViewRotationMatrix;
FMatrix ProjectionMatrix;
} FSceneViewProjectionData;
typedef struct {
FVector Origin;
FVector BoxExtent;
float SphereRadius;
} FBoxSphereBounds;