Files
ReshadePluginsCore/BlackMythWukong/SDK/GSReplaySystem_classes.hpp
2026-03-06 01:35:17 +01:00

101 lines
3.8 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GSReplaySystem
#include "Basic.hpp"
#include "CoreUObject_classes.hpp"
namespace SDK
{
// Class GSReplaySystem.GSReplayCSharpFuncLib
// 0x0000 (0x0028 - 0x0028)
class UGSReplayCSharpFuncLib : public UObject
{
public:
void GSNetworkRemapPath(const class UObject* Outer_0, class FString* Name_0);
void GSNetworkRemapPathCS(const class UObject* Outer_0, const class FString& OriginName, class FString* Name_0);
void OnPostDemoPlay();
void OnPreScrub(class UWorld* World);
void OnProcessGameSpecificDemoHeader(const TArray<class FString>& GameSpecificData, class FString* Error);
void OnReplayScrubComplete(class UWorld* World);
void OnReplaySeverConnectionInit(class UWorld* World, class UNetConnection* SeverConnection);
void OnReplayStarted(class UWorld* World);
void OnWriteGameSpecificDemoHeader(TArray<class FString>* GameSpecificData);
void PostProcessGameSpecificDemoHeaderCS();
void PreProcessGameSpecificDemoHeaderCS();
void ProcessGameSpecificDemoHeaderCS(const class FString& GameSpecificData, class FString* Error);
void SetDemoCurrentTime(float InTimeToSet);
bool SetViewTargetPlayer(int32 PlayerId);
void WriteGameSpecificDemoHeaderCS(TArray<class FString>* GameSpecificData);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GSReplayCSharpFuncLib")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GSReplayCSharpFuncLib")
}
static class UGSReplayCSharpFuncLib* GetDefaultObj()
{
return GetDefaultObjImpl<UGSReplayCSharpFuncLib>();
}
};
DUMPER7_ASSERTS_UGSReplayCSharpFuncLib;
// Class GSReplaySystem.GSReplayFuncLib
// 0x0000 (0x0028 - 0x0028)
class UGSReplayFuncLib final : public UObject
{
public:
static float GetDemoCurrentTime(const class UObject* WorldContext);
static float GetDemoPlayTimeDilation(const class UObject* WorldContext);
static float GetDemoTotalTime(const class UObject* WorldContext);
static double GetLastCheckpointTime(const class UObject* WorldContext);
static bool IsLoadingCheckpoint(const class UObject* WorldContext);
static bool IsPlayingReplay(const class UObject* WorldContext);
static bool IsRecordingReplay(const class UObject* WorldContext);
static bool IsReplayPause(const class UObject* WorldContext);
static void PauseReplay(const class UObject* WorldContext, bool bPause);
static void PlayReplayFromLocalFile(const class UObject* WorldContext, const class FString& Name_0, const TArray<class FString>& InOptions);
static void RecordReplayToLocalFile(const class UObject* WorldContext, const class FString& Name_0, const class FString& FriendlyName, const TArray<class FString>& InOptions);
static void RegisterCSharpFuncLibObj(const class UObject* WorldContext, class UGSReplayCSharpFuncLib* CSharpFuncLibObj);
static bool RegisterNetworkRemapPath(const class UObject* WorldContext);
static void RequestCheckpoint(const class UObject* WorldContext);
static void SetActorPrioritizationEnabled(const class UObject* WorldContext, const bool bInPrioritizeActors);
static void SetDemoCurrentTime(const class UObject* WorldContext, const float CurrentTime);
static void SetDemoPlayTimeDilation(const class UObject* WorldContext, const float InDemoPlayTimeDilation);
static void SkipTime(const class UObject* WorldContext, const float InTimeToSkip);
static void StopReplay(const class UObject* WorldContext);
static void UnregisterCSharpFuncLibObj(const class UObject* WorldContext);
static void UnRegisterNetworkRemapPath(const class UObject* WorldContext);
public:
static class UClass* StaticClass()
{
STATIC_CLASS_IMPL("GSReplayFuncLib")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"GSReplayFuncLib")
}
static class UGSReplayFuncLib* GetDefaultObj()
{
return GetDefaultObjImpl<UGSReplayFuncLib>();
}
};
DUMPER7_ASSERTS_UGSReplayFuncLib;
}