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