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