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📄 engineclasses.h

📁 虚幻的再开发程序包源代码
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    SLOT_None               =0,
    SLOT_Misc               =1,
    SLOT_Pain               =2,
    SLOT_Interact           =3,
    SLOT_Ambient            =4,
    SLOT_Talk               =5,
    SLOT_Interface          =6,
    SLOT_MAX                =7,
};
enum ERenderStyle
{
    STY_None                =0,
    STY_Normal              =1,
    STY_Masked              =2,
    STY_Translucent         =3,
    STY_Modulated           =4,
    STY_MAX                 =5,
};
enum EDrawType
{
    DT_None                 =0,
    DT_Sprite               =1,
    DT_Mesh                 =2,
    DT_Brush                =3,
    DT_RopeSprite           =4,
    DT_VerticalSprite       =5,
    DT_Terraform            =6,
    DT_SpriteAnimOnce       =7,
    DT_MAX                  =8,
};
enum ENetRole
{
    ROLE_None               =0,
    ROLE_DumbProxy          =1,
    ROLE_SimulatedProxy     =2,
    ROLE_AutonomousProxy    =3,
    ROLE_Authority          =4,
    ROLE_MAX                =5,
};
enum EPhysics
{
    PHYS_None               =0,
    PHYS_Walking            =1,
    PHYS_Falling            =2,
    PHYS_Swimming           =3,
    PHYS_Flying             =4,
    PHYS_Rotating           =5,
    PHYS_Projectile         =6,
    PHYS_Rolling            =7,
    PHYS_Interpolating      =8,
    PHYS_MovingBrush        =9,
    PHYS_Spider             =10,
    PHYS_Trailer            =11,
    PHYS_MAX                =12,
};

class ENGINE_API AActor : public UObject
{
public:
    BITFIELD bStatic:1;
    BITFIELD bHidden:1;
    BITFIELD bNoDelete:1;
    BITFIELD bAnimFinished:1;
    BITFIELD bAnimLoop:1;
    BITFIELD bAnimNotify:1;
    BITFIELD bAnimByOwner:1;
    BITFIELD bDeleteMe:1;
    BITFIELD bAssimilated:1;
    BITFIELD bTicked:1;
    BITFIELD bLightChanged:1;
    BITFIELD bDynamicLight:1;
    BITFIELD bTimerLoop:1;
    BITFIELD bCanTeleport:1;
    BITFIELD bIsSecretGoal:1;
    BITFIELD bIsKillGoal:1;
    BITFIELD bIsItemGoal:1;
    BITFIELD bCollideWhenPlacing:1;
    BITFIELD bTravel:1;
    BITFIELD bMovable:1;
    BITFIELD bHighDetail:1;
    BITFIELD bStasis:1;
    BITFIELD bForceStasis:1;
    BITFIELD bIsPawn:1;
    BITFIELD bNetTemporary:1;
    BITFIELD bNetOptional:1;
    BITFIELD bReplicateInstigator:1;
    BITFIELD bTrailerSameRotation:1;
    BYTE Physics;
    BYTE Role;
    BYTE RemoteRole;
    class AActor* Owner;
    FName InitialState;
    FName Group;
    FLOAT TimerRate;
    FLOAT TimerCounter;
    FLOAT LifeSpan;
    FName AnimSequence;
    FLOAT AnimFrame;
    FLOAT AnimRate;
    FLOAT TweenRate;
    class ALevelInfo* Level;
    class ULevel* XLevel;
    FName Tag;
    FName Event;
    class AActor* Target;
    class APawn* Instigator;
    class AInventory* Inventory;
    class AActor* Base;
    FPointRegion Region;
    FName AttachTag;
    BYTE StandingCount;
    BYTE MiscNumber;
    BYTE LatentByte;
    INT LatentInt;
    FLOAT LatentFloat;
    class AActor* LatentActor;
    class AActor* Touching[4];
    class AActor* Deleted;
    INT CollisionTag;
    INT LightingTag;
    INT NetTag;
    INT OtherTag;
    INT ExtraTag;
    INT SpecialTag;
    FVector Location;
    FRotator Rotation;
    FVector OldLocation;
    FVector ColLocation;
    FVector Velocity;
    FVector Acceleration;
    BITFIELD bHiddenEd:1;
    BITFIELD bDirectional:1;
    BITFIELD bSelected:1;
    BITFIELD bMemorized:1;
    BITFIELD bHighlighted:1;
    BITFIELD bEdLocked:1;
    BITFIELD bEdShouldSnap:1;
    BITFIELD bEdSnap:1;
    BITFIELD bTempEditor:1;
    BITFIELD bDifficulty0:1;
    BITFIELD bDifficulty1:1;
    BITFIELD bDifficulty2:1;
    BITFIELD bDifficulty3:1;
    BITFIELD bSinglePlayer:1;
    BITFIELD bNet:1;
    BITFIELD bNetSpecial:1;
    FLOAT OddsOfAppearing;
    BYTE DrawType;
    BYTE Style;
    class UTexture* Sprite;
    class UTexture* Texture;
    class UTexture* Skin;
    class UMesh* Mesh;
    class UModel* Brush;
    FLOAT DrawScale;
    FVector PrePivot;
    FLOAT ScaleGlow;
    BYTE AmbientGlow;
    BYTE Fatness;
    BITFIELD bUnlit:1;
    BITFIELD bNoSmooth:1;
    BITFIELD bParticles:1;
    BITFIELD bRandomFrame:1;
    BITFIELD bMeshEnviroMap:1;
    BITFIELD bMeshCurvy:1;
    FLOAT VisibilityRadius;
    FLOAT VisibilityHeight;
    BITFIELD bShadowCast:1;
    BITFIELD bOwnerNoSee:1;
    BITFIELD bOnlyOwnerSee:1;
    BITFIELD bIsMover:1;
    BITFIELD bAlwaysRelevant:1;
    BITFIELD bAlwaysTick:1;
    BITFIELD bHurtEntry:1;
    BITFIELD bGameRelevant:1;
    BITFIELD bCarriedItem:1;
    BITFIELD bForcePhysicsUpdate:1;
    class UTexture* MultiSkins[8];
    BYTE SoundRadius;
    BYTE SoundVolume;
    BYTE SoundPitch;
    class USound* AmbientSound;
    FLOAT TransientSoundVolume;
    FLOAT TransientSoundRadius;
    FLOAT CollisionRadius;
    FLOAT CollisionHeight;
    BITFIELD bCollideActors:1;
    BITFIELD bCollideWorld:1;
    BITFIELD bBlockActors:1;
    BITFIELD bBlockPlayers:1;
    BITFIELD bProjTarget:1;
    BYTE LightType;
    BYTE LightEffect;
    BYTE LightBrightness;
    BYTE LightHue;
    BYTE LightSaturation;
    BYTE LightRadius;
    BYTE LightPeriod;
    BYTE LightPhase;
    BYTE LightCone;
    BYTE VolumeBrightness;
    BYTE VolumeRadius;
    BYTE VolumeFog;
    BITFIELD bSpecialLit:1;
    BITFIELD bActorShadows:1;
    BITFIELD bCorona:1;
    BITFIELD bLensFlare:1;
    BITFIELD bBounce:1;
    BITFIELD bFixedRotationDir:1;
    BITFIELD bRotateToDesired:1;
    BITFIELD bInterpolating:1;
    BITFIELD bJustTeleported:1;
    BYTE DodgeDir;
    FLOAT Mass;
    FLOAT Buoyancy;
    FRotator RotationRate;
    FRotator DesiredRotation;
    FLOAT PhysAlpha;
    FLOAT PhysRate;
    FLOAT AnimLast;
    FLOAT AnimMinRate;
    FLOAT OldAnimRate;
    FPlane SimAnim;
    FLOAT NetPriority;
    BITFIELD bNetInitial:1;
    BITFIELD bNetOwner:1;
    BITFIELD bNetRelevant:1;
    BITFIELD bNetSee:1;
    BITFIELD bNetHear:1;
    BITFIELD bNetFeel:1;
    BITFIELD bSimulatedPawn:1;
    BITFIELD bDemoRecording:1;
    class UClass* RenderIteratorClass;
    class URenderIterator* RenderInterface;
    DECLARE_FUNCTION(execVisibleCollidingActors);
    DECLARE_FUNCTION(execVisibleActors);
    DECLARE_FUNCTION(execRadiusActors);
    DECLARE_FUNCTION(execTraceActors);
    DECLARE_FUNCTION(execTouchingActors);
    DECLARE_FUNCTION(execBasedActors);
    DECLARE_FUNCTION(execChildActors);
    DECLARE_FUNCTION(execAllActors);
    DECLARE_FUNCTION(execGetNextIntDesc);
    DECLARE_FUNCTION(execGetNextInt);
    DECLARE_FUNCTION(execGetURLMap);
    DECLARE_FUNCTION(execGetNextSkin);
    DECLARE_FUNCTION(execGetMapName);
    DECLARE_FUNCTION(execPlayerCanSeeMe);
    DECLARE_FUNCTION(execMakeNoise);
    DECLARE_FUNCTION(execDemoPlaySound);
    DECLARE_FUNCTION(execPlaySound);
    DECLARE_FUNCTION(execSetTimer);
    DECLARE_FUNCTION(execDestroy);
    DECLARE_FUNCTION(execSpawn);
    DECLARE_FUNCTION(execTrace);
    DECLARE_FUNCTION(execSetPhysics);
    DECLARE_FUNCTION(execFinishInterpolation);
    DECLARE_FUNCTION(execHasAnim);
    DECLARE_FUNCTION(execFinishAnim);
    DECLARE_FUNCTION(execGetAnimGroup);
    DECLARE_FUNCTION(execIsAnimating);
    DECLARE_FUNCTION(execTweenAnim);
    DECLARE_FUNCTION(execLoopAnim);
    DECLARE_FUNCTION(execPlayAnim);
    DECLARE_FUNCTION(execSetOwner);
    DECLARE_FUNCTION(execSetBase);
    DECLARE_FUNCTION(execAutonomousPhysics);
    DECLARE_FUNCTION(execMoveSmooth);
    DECLARE_FUNCTION(execSetRotation);
    DECLARE_FUNCTION(execSetLocation);
    DECLARE_FUNCTION(execMove);
    DECLARE_FUNCTION(execSetCollisionSize);
    DECLARE_FUNCTION(execSetCollision);
    DECLARE_FUNCTION(execSleep);
    DECLARE_FUNCTION(execError);
    DECLARE_FUNCTION(execConsoleCommand);
    void eventRenderTexture(class UScriptedTexture* Tex)
    {
        struct {class UScriptedTexture* Tex; } Parms;
        Parms.Tex=Tex;
        ProcessEvent(FindFunctionChecked(ENGINE_RenderTexture),&Parms);
    }
    void eventTravelPostAccept()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_TravelPostAccept),NULL);
    }
    void eventTravelPreAccept()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_TravelPreAccept),NULL);
    }
    void eventSetInitialState()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_SetInitialState),NULL);
    }
    void eventPostBeginPlay()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_PostBeginPlay),NULL);
    }
    void eventBroadcastMessage(const FString& Msg, BITFIELD bBeep, FName Type)
    {
        struct {FString Msg; BITFIELD bBeep; FName Type; } Parms;
        Parms.Msg=Msg;
        Parms.bBeep=bBeep;
        Parms.Type=Type;
        ProcessEvent(FindFunctionChecked(ENGINE_BroadcastMessage),&Parms);
    }
    void eventPreBeginPlay()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_PreBeginPlay),NULL);
    }
    void eventRenderOverlays(class UCanvas* Canvas)
    {
        struct {class UCanvas* Canvas; } Parms;
        Parms.Canvas=Canvas;
        ProcessEvent(FindFunctionChecked(ENGINE_RenderOverlays),&Parms);
    }
    void eventBeginPlay()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_BeginPlay),NULL);
    }
    void eventPostTeleport(class ATeleporter* OutTeleporter)
    {
        struct {class ATeleporter* OutTeleporter; } Parms;
        Parms.OutTeleporter=OutTeleporter;
        ProcessEvent(FindFunctionChecked(ENGINE_PostTeleport),&Parms);
    }
    BITFIELD eventPreTeleport(class ATeleporter* InTeleporter)
    {
        struct {class ATeleporter* InTeleporter; BITFIELD ReturnValue; } Parms;
        Parms.InTeleporter=InTeleporter;
        Parms.ReturnValue=0;
        ProcessEvent(FindFunctionChecked(ENGINE_PreTeleport),&Parms);
        return Parms.ReturnValue;
    }
    void eventDemoPlaySound(class USound* Sound, BYTE Slot, FLOAT Volume, BITFIELD bNoOverride, FLOAT Radius, FLOAT Pitch)
    {
        struct {class USound* Sound; BYTE Slot; FLOAT Volume; BITFIELD bNoOverride; FLOAT Radius; FLOAT Pitch; } Parms;
        Parms.Sound=Sound;
        Parms.Slot=Slot;
        Parms.Volume=Volume;
        Parms.bNoOverride=bNoOverride;
        Parms.Radius=Radius;
        Parms.Pitch=Pitch;
        ProcessEvent(FindFunctionChecked(ENGINE_DemoPlaySound),&Parms);
    }
    void eventTakeDamage(INT Damage, class APawn* EventInstigator, FVector HitLocation, FVector Momentum, FName DamageType)
    {
        struct {INT Damage; class APawn* EventInstigator; FVector HitLocation; FVector Momentum; FName DamageType; } Parms;
        Parms.Damage=Damage;
        Parms.EventInstigator=EventInstigator;
        Parms.HitLocation=HitLocation;
        Parms.Momentum=Momentum;
        Parms.DamageType=DamageType;
        ProcessEvent(FindFunctionChecked(ENGINE_TakeDamage),&Parms);
    }
    void eventKilledBy(class APawn* EventInstigator)
    {
        struct {class APawn* EventInstigator; } Parms;
        Parms.EventInstigator=EventInstigator;
        ProcessEvent(FindFunctionChecked(ENGINE_KilledBy),&Parms);
    }
    void eventFellOutOfWorld()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_FellOutOfWorld),NULL);
    }
    void eventEndedRotation()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_EndedRotation),NULL);
    }
    void eventInterpolateEnd(class AActor* Other)
    {
        struct {class AActor* Other; } Parms;
        Parms.Other=Other;
        ProcessEvent(FindFunctionChecked(ENGINE_InterpolateEnd),&Parms);
    }
    void eventEncroachedBy(class AActor* Other)
    {
        struct {class AActor* Other; } Parms;
        Parms.Other=Other;
        ProcessEvent(FindFunctionChecked(ENGINE_EncroachedBy),&Parms);
    }
    BITFIELD eventEncroachingOn(class AActor* Other)
    {
        struct {class AActor* Other; BITFIELD ReturnValue; } Parms;
        Parms.Other=Other;
        Parms.ReturnValue=0;
        ProcessEvent(FindFunctionChecked(ENGINE_EncroachingOn),&Parms);
        return Parms.ReturnValue;
    }
    class AActor* eventSpecialHandling(class APawn* Other)
    {
        struct {class APawn* Other; class AActor* ReturnValue; } Parms;
        Parms.Other=Other;
        Parms.ReturnValue=0;
        ProcessEvent(FindFunctionChecked(ENGINE_SpecialHandling),&Parms);
        return Parms.ReturnValue;
    }
    void eventKillCredit(class AActor* Other)
    {
        struct {class AActor* Other; } Parms;
        Parms.Other=Other;
        ProcessEvent(FindFunctionChecked(ENGINE_KillCredit),&Parms);
    }
    void eventDetach(class AActor* Other)
    {
        struct {class AActor* Other; } Parms;
        Parms.Other=Other;
        ProcessEvent(FindFunctionChecked(ENGINE_Detach),&Parms);
    }
    void eventAttach(class AActor* Other)
    {
        struct {class AActor* Other; } Parms;
        Parms.Other=Other;
        ProcessEvent(FindFunctionChecked(ENGINE_Attach),&Parms);
    }
    void eventBaseChange()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_BaseChange),NULL);
    }
    void eventBump(class AActor* Other)
    {
        struct {class AActor* Other; } Parms;
        Parms.Other=Other;
        ProcessEvent(FindFunctionChecked(ENGINE_Bump),&Parms);
    }
    void eventUnTouch(class AActor* Other)
    {
        struct {class AActor* Other; } Parms;
        Parms.Other=Other;
        ProcessEvent(FindFunctionChecked(ENGINE_UnTouch),&Parms);
    }
    void eventTouch(class AActor* Other)
    {
        struct {class AActor* Other; } Parms;
        Parms.Other=Other;
        ProcessEvent(FindFunctionChecked(ENGINE_Touch),&Parms);
    }
    void eventZoneChange(class AZoneInfo* NewZone)
    {

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