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📄 engineclasses.h

📁 虚幻的再开发程序包源代码
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        struct {class AZoneInfo* NewZone; } Parms;
        Parms.NewZone=NewZone;
        ProcessEvent(FindFunctionChecked(ENGINE_ZoneChange),&Parms);
    }
    void eventLanded(FVector HitNormal)
    {
        struct {FVector HitNormal; } Parms;
        Parms.HitNormal=HitNormal;
        ProcessEvent(FindFunctionChecked(ENGINE_Landed),&Parms);
    }
    void eventFalling()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_Falling),NULL);
    }
    void eventHitWall(FVector HitNormal, class AActor* HitWall)
    {
        struct {FVector HitNormal; class AActor* HitWall; } Parms;
        Parms.HitNormal=HitNormal;
        Parms.HitWall=HitWall;
        ProcessEvent(FindFunctionChecked(ENGINE_HitWall),&Parms);
    }
    void eventTimer()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_Timer),NULL);
    }
    void eventEndEvent()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_EndEvent),NULL);
    }
    void eventBeginEvent()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_BeginEvent),NULL);
    }
    void eventUnTrigger(class AActor* Other, class APawn* EventInstigator)
    {
        struct {class AActor* Other; class APawn* EventInstigator; } Parms;
        Parms.Other=Other;
        Parms.EventInstigator=EventInstigator;
        ProcessEvent(FindFunctionChecked(ENGINE_UnTrigger),&Parms);
    }
    void eventTrigger(class AActor* Other, class APawn* EventInstigator)
    {
        struct {class AActor* Other; class APawn* EventInstigator; } Parms;
        Parms.Other=Other;
        Parms.EventInstigator=EventInstigator;
        ProcessEvent(FindFunctionChecked(ENGINE_Trigger),&Parms);
    }
    void eventTick(FLOAT DeltaTime)
    {
        struct {FLOAT DeltaTime; } Parms;
        Parms.DeltaTime=DeltaTime;
        ProcessEvent(FindFunctionChecked(ENGINE_Tick),&Parms);
    }
    void eventLostChild(class AActor* Other)
    {
        struct {class AActor* Other; } Parms;
        Parms.Other=Other;
        ProcessEvent(FindFunctionChecked(ENGINE_LostChild),&Parms);
    }
    void eventGainedChild(class AActor* Other)
    {
        struct {class AActor* Other; } Parms;
        Parms.Other=Other;
        ProcessEvent(FindFunctionChecked(ENGINE_GainedChild),&Parms);
    }
    void eventExpired()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_Expired),NULL);
    }
    void eventDestroyed()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_Destroyed),NULL);
    }
    void eventSpawned()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_Spawned),NULL);
    }
    void eventAnimEnd()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_AnimEnd),NULL);
    }
    DECLARE_CLASS(AActor,UObject,0)
    #include "AActor.h"
};

enum EIntelligence
{
    BRAINS_NONE             =0,
    BRAINS_REPTILE          =1,
    BRAINS_MAMMAL           =2,
    BRAINS_HUMAN            =3,
    BRAINS_MAX              =4,
};
enum EAttitude
{
    ATTITUDE_Fear           =0,
    ATTITUDE_Hate           =1,
    ATTITUDE_Frenzy         =2,
    ATTITUDE_Threaten       =3,
    ATTITUDE_Ignore         =4,
    ATTITUDE_Friendly       =5,
    ATTITUDE_Follow         =6,
    ATTITUDE_MAX            =7,
};

class ENGINE_API APawn : public AActor
{
public:
    BITFIELD bBehindView:1;
    BITFIELD bIsPlayer:1;
    BITFIELD bJustLanded:1;
    BITFIELD bUpAndOut:1;
    BITFIELD bIsWalking:1;
    BITFIELD bHitSlopedWall:1;
    BITFIELD bNeverSwitchOnPickup:1;
    BITFIELD bWarping:1;
    BITFIELD bUpdatingDisplay:1;
    BITFIELD bCanStrafe:1;
    BITFIELD bFixedStart:1;
    BITFIELD bReducedSpeed:1;
    BITFIELD bCanJump:1;
    BITFIELD bCanWalk:1;
    BITFIELD bCanSwim:1;
    BITFIELD bCanFly:1;
    BITFIELD bCanOpenDoors:1;
    BITFIELD bCanDoSpecial:1;
    BITFIELD bDrowning:1;
    BITFIELD bLOSflag:1;
    BITFIELD bFromWall:1;
    BITFIELD bHunting:1;
    BITFIELD bAvoidLedges:1;
    BITFIELD bStopAtLedges:1;
    BITFIELD bJumpOffPawn:1;
    BITFIELD bShootSpecial:1;
    BITFIELD bAutoActivate:1;
    BITFIELD bIsHuman:1;
    BITFIELD bIsFemale:1;
    BITFIELD bIsMultiSkinned:1;
    BITFIELD bCountJumps:1;
    FLOAT SightCounter;
    FLOAT PainTime;
    FLOAT SpeechTime;
    FLOAT AvgPhysicsTime;
    FPointRegion FootRegion;
    FPointRegion HeadRegion;
    FLOAT MoveTimer;
    class AActor* MoveTarget;
    class AActor* FaceTarget;
    FVector Destination;
    FVector Focus;
    FLOAT DesiredSpeed;
    FLOAT MaxDesiredSpeed;
    FLOAT MeleeRange;
    FLOAT GroundSpeed;
    FLOAT WaterSpeed;
    FLOAT AirSpeed;
    FLOAT AccelRate;
    FLOAT JumpZ;
    FLOAT MaxStepHeight;
    FLOAT AirControl;
    FLOAT MinHitWall;
    BYTE Visibility;
    FLOAT Alertness;
    FLOAT Stimulus;
    FLOAT SightRadius;
    FLOAT PeripheralVision;
    FLOAT HearingThreshold;
    FVector LastSeenPos;
    FVector LastSeeingPos;
    FLOAT LastSeenTime;
    class APawn* Enemy;
    class AWeapon* Weapon;
    class AWeapon* PendingWeapon;
    class AInventory* SelectedItem;
    FRotator ViewRotation;
    FVector WalkBob;
    FLOAT BaseEyeHeight;
    FLOAT EyeHeight;
    FVector Floor;
    FLOAT SplashTime;
    FLOAT OrthoZoom;
    FLOAT FovAngle;
    INT DieCount;
    INT ItemCount;
    INT KillCount;
    INT SecretCount;
    INT Spree;
    INT Health;
    FName ReducedDamageType;
    FLOAT ReducedDamagePct;
    class UClass* DropWhenKilled;
    FLOAT UnderWaterTime;
    BYTE AttitudeToPlayer;
    BYTE Intelligence;
    FLOAT Skill;
    class AActor* SpecialGoal;
    FLOAT SpecialPause;
    FVector noise1spot;
    FLOAT noise1time;
    class APawn* noise1other;
    FLOAT noise1loudness;
    FVector noise2spot;
    FLOAT noise2time;
    class APawn* noise2other;
    FLOAT noise2loudness;
    FLOAT LastPainSound;
    class APawn* nextPawn;
    class USound* HitSound1;
    class USound* HitSound2;
    class USound* Land;
    class USound* Die;
    class USound* WaterStep;
    BYTE bZoom;
    BYTE bRun;
    BYTE bLook;
    BYTE bDuck;
    BYTE bSnapLevel;
    BYTE bStrafe;
    BYTE bFire;
    BYTE bAltFire;
    BYTE bFreeLook;
    BYTE bExtra0;
    BYTE bExtra1;
    BYTE bExtra2;
    BYTE bExtra3;
    FLOAT CombatStyle;
    class ANavigationPoint* home;
    FName NextState;
    FName NextLabel;
    FLOAT SoundDampening;
    FLOAT DamageScaling;
    FName AlarmTag;
    FName SharedAlarmTag;
    class ADecoration* carriedDecoration;
    FName PlayerReStartState;
    FStringNoInit MenuName;
    FStringNoInit NameArticle;
    BYTE VoicePitch;
    class UClass* VoiceType;
    FLOAT OldMessageTime;
    class ANavigationPoint* RouteCache[16];
    class UClass* PlayerReplicationInfoClass;
    class APlayerReplicationInfo* PlayerReplicationInfo;
    DECLARE_FUNCTION(execClientHearSound);
    DECLARE_FUNCTION(execStopWaiting);
    DECLARE_FUNCTION(execPickAnyTarget);
    DECLARE_FUNCTION(execPickTarget);
    DECLARE_FUNCTION(execRemovePawn);
    DECLARE_FUNCTION(execAddPawn);
    DECLARE_FUNCTION(execFindBestInventoryPath);
    DECLARE_FUNCTION(execWaitForLanding);
    DECLARE_FUNCTION(execFindStairRotation);
    DECLARE_FUNCTION(execPickWallAdjust);
    DECLARE_FUNCTION(execactorReachable);
    DECLARE_FUNCTION(execpointReachable);
    DECLARE_FUNCTION(execEAdjustJump);
    DECLARE_FUNCTION(execClearPaths);
    DECLARE_FUNCTION(execFindRandomDest);
    DECLARE_FUNCTION(execFindPathToward);
    DECLARE_FUNCTION(execFindPathTo);
    DECLARE_FUNCTION(execCanSee);
    DECLARE_FUNCTION(execLineOfSightTo);
    DECLARE_FUNCTION(execTurnToward);
    DECLARE_FUNCTION(execTurnTo);
    DECLARE_FUNCTION(execStrafeFacing);
    DECLARE_FUNCTION(execStrafeTo);
    DECLARE_FUNCTION(execMoveToward);
    DECLARE_FUNCTION(execMoveTo);
    void eventPainTimer()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_PainTimer),NULL);
    }
    void eventSpeechTimer()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_SpeechTimer),NULL);
    }
    void eventHeadZoneChange(class AZoneInfo* newHeadZone)
    {
        struct {class AZoneInfo* newHeadZone; } Parms;
        Parms.newHeadZone=newHeadZone;
        ProcessEvent(FindFunctionChecked(ENGINE_HeadZoneChange),&Parms);
    }
    void eventFootZoneChange(class AZoneInfo* newFootZone)
    {
        struct {class AZoneInfo* newFootZone; } Parms;
        Parms.newFootZone=newFootZone;
        ProcessEvent(FindFunctionChecked(ENGINE_FootZoneChange),&Parms);
    }
    void eventWalkTexture(class UTexture* Texture, FVector StepLocation, FVector StepNormal)
    {
        struct {class UTexture* Texture; FVector StepLocation; FVector StepNormal; } Parms;
        Parms.Texture=Texture;
        Parms.StepLocation=StepLocation;
        Parms.StepNormal=StepNormal;
        ProcessEvent(FindFunctionChecked(ENGINE_WalkTexture),&Parms);
    }
    void eventEnemyNotVisible()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_EnemyNotVisible),NULL);
    }
    void eventUpdateEyeHeight(FLOAT DeltaTime)
    {
        struct {FLOAT DeltaTime; } Parms;
        Parms.DeltaTime=DeltaTime;
        ProcessEvent(FindFunctionChecked(ENGINE_UpdateEyeHeight),&Parms);
    }
    void eventSeePlayer(class AActor* Seen)
    {
        struct {class AActor* Seen; } Parms;
        Parms.Seen=Seen;
        ProcessEvent(FindFunctionChecked(ENGINE_SeePlayer),&Parms);
    }
    void eventHearNoise(FLOAT Loudness, class AActor* NoiseMaker)
    {
        struct {FLOAT Loudness; class AActor* NoiseMaker; } Parms;
        Parms.Loudness=Loudness;
        Parms.NoiseMaker=NoiseMaker;
        ProcessEvent(FindFunctionChecked(ENGINE_HearNoise),&Parms);
    }
    void eventClientHearSound(class AActor* Actor, INT Id, class USound* S, FVector SoundLocation, FVector Parameters)
    {
        struct {class AActor* Actor; INT Id; class USound* S; FVector SoundLocation; FVector Parameters; } Parms;
        Parms.Actor=Actor;
        Parms.Id=Id;
        Parms.S=S;
        Parms.SoundLocation=SoundLocation;
        Parms.Parameters=Parameters;
        ProcessEvent(FindFunctionChecked(ENGINE_ClientHearSound),&Parms);
    }
    void eventLongFall()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_LongFall),NULL);
    }
    void eventPlayerTimeout()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_PlayerTimeout),NULL);
    }
    void eventTeamMessage(class APlayerReplicationInfo* PRI, const FString& S, FName Type)
    {
        struct {class APlayerReplicationInfo* PRI; FString S; FName Type; } Parms;
        Parms.PRI=PRI;
        Parms.S=S;
        Parms.Type=Type;
        ProcessEvent(FindFunctionChecked(ENGINE_TeamMessage),&Parms);
    }
    void eventClientMessage(const FString& S, FName Type, BITFIELD bBeep)
    {
        struct {FString S; FName Type; BITFIELD bBeep; } Parms;
        Parms.S=S;
        Parms.Type=Type;
        Parms.bBeep=bBeep;
        ProcessEvent(FindFunctionChecked(ENGINE_ClientMessage),&Parms);
    }
    void eventMayFall()
    {
        ProcessEvent(FindFunctionChecked(ENGINE_MayFall),NULL);
    }
    DECLARE_CLASS(APawn,AActor,0)
    #include "APawn.h"
};


class ENGINE_API APlayerPawn : public APawn
{
public:
    class UPlayer* Player;
    FStringNoInit Password;
    FLOAT DodgeClickTimer;
    FLOAT DodgeClickTime;
    FLOAT Bob;
    FLOAT bobtime;
    INT ShowFlags;
    INT RendMap;
    INT Misc1;
    INT Misc2;
    class AActor* ViewTarget;
    FVector FlashScale;
    FVector FlashFog;
    class AHUD* myHUD;
    class AScoreBoard* Scoring;
    class UClass* HUDType;
    class UClass* ScoringType;
    FLOAT DesiredFlashScale;
    FLOAT ConstantGlowScale;
    FLOAT InstantFlash;
    FVector DesiredFlashFog;
    FVector ConstantGlowFog;
    FVector InstantFog;
    FLOAT DesiredFOV;
    FLOAT DefaultFOV;
    class UMusic* Song;
    BYTE SongSection;
    BYTE CdTrack;
    BYTE Transition;
    FLOAT shaketimer;
    INT shakemag;
    FLOAT shakevert;
    FLOAT maxshake;
    FLOAT verttimer;
    class UClass* CarcassType;
    FLOAT MyAutoAim;
    FLOAT Handedness;
    class USound* JumpSound;
    BITFIELD bAdmin:1;
    BITFIELD bLookUpStairs:1;
    BITFIELD bSnapToLevel:1;
    BITFIELD bAlwaysMouseLook:1;
    BITFIELD bKeyboardLook:1;
    BITFIELD bWasForward:1;
    BITFIELD bWasBack:1;
    BITFIELD bWasLeft:1;
    BITFIELD bWasRight:1;
    BITFIELD bEdgeForward:1;
    BITFIELD bEdgeBack:1;
    BITFIELD bEdgeLeft:1;
    BITFIELD bEdgeRight:1;
    BITFIELD bIsCrouching:1;
    BITFIELD bShakeDir:1;
    BITFIELD bAnimTransition:1;
    BITFIELD bIsTurning:1;
    BITFIELD bFrozen:1;
    BITFIELD bInvertMouse:1;
    BITFIELD bShowScores:1;
    BITFIELD bShowMenu:1;
    BITFIELD bSpecialMenu:1;
    BITFIELD bWokeUp:1;
    BITFIELD bPressedJump:1;
    BITFIELD bUpdatePosition:1;
    BITFIELD bDelayedCommand:1;
    BITFIELD bRising:1;
    BITFIELD bReducedVis:1;
    BITFIELD bCenterView:1;
    BITFIELD bMaxMouseSmoothing:1;
    BITFIELD bMouseZeroed:1;
    BITFIELD bReadyToPlay:1;
    BITFIELD bNoFlash:1;
    BITFIELD bNoVoices:1;
    BITFIELD bMessageBeep:1;
    BITFIELD bZooming:1;

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