📄 engineclasses.h
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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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