Files
ReshadePluginsCore/Reanimal/SDK/DeathSystem_structs.hpp
2026-03-06 01:33:02 +01:00

86 lines
2.6 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: DeathSystem
#include "Basic.hpp"
#include "GameEvents_structs.hpp"
namespace SDK
{
// Enum DeathSystem.EDeathHandlingEventType
// NumValues: 0x000B
enum class EDeathHandlingEventType : uint8
{
Invalid = 0,
Spawned = 1,
Started = 2,
AnimSequencePreDeathStarted = 3,
AnimSequencePreDeathFinished = 4,
ActorDied = 5,
ActorRagdolling = 6,
AnimSequencePostDeathStarted = 7,
AnimSequencePostDeathFinished = 8,
Finished = 9,
EDeathHandlingEventType_MAX = 10,
};
// Enum DeathSystem.EDeathType
// NumValues: 0x0002
enum class EDeathType : uint8
{
Default = 0,
EDeathType_MAX = 1,
};
// Enum DeathSystem.EAutoRagdollMode
// NumValues: 0x0005
enum class EAutoRagdollMode : uint8
{
Off = 0,
Instantly = 1,
AfterPreDeathAnimation = 2,
AfterPostDeathAnimation = 3,
EAutoRagdollMode_MAX = 4,
};
// Enum DeathSystem.EDeathHandlingMode
// NumValues: 0x0003
enum class EDeathHandlingMode : uint8
{
Auto = 0,
Script = 1,
EDeathHandlingMode_MAX = 2,
};
// Enum DeathSystem.EDeathHandlingSkeletalMode
// NumValues: 0x0003
enum class EDeathHandlingSkeletalMode : uint8
{
Script = 0,
AnimMontage = 1,
EDeathHandlingSkeletalMode_MAX = 2,
};
// ScriptStruct DeathSystem.DeathHandlerEvent
// 0x0010 (0x0040 - 0x0030)
struct FDeathHandlerEvent final : public FGenericActorEvent
{
public:
class ADeathHandlerBase* DeathHandler; // 0x0030(0x0008)(BlueprintVisible, BlueprintReadOnly, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EDeathHandlingEventType EventType; // 0x0038(0x0001)(BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_39[0x7]; // 0x0039(0x0007)(Fixing Struct Size After Last Property [ Dumper-7 ])
};
DUMPER7_ASSERTS_FDeathHandlerEvent;
}