/* ############################################################################################# # Killing Floor 2 (1.8787) SDK # Generated with TheFeckless UE3 SDK Generator v1.4_Beta-Rev.51 # ========================================================================================= # # File: BaseAI_structs.h # ========================================================================================= # # Credits: uNrEaL, Tamimego, SystemFiles, R00T88, _silencer, the1domo, K@N@VEL # Thanks: HOOAH07, lowHertz # Forums: www.uc-forum.com, www.gamedeception.net ############################################################################################# */ #ifdef _MSC_VER #pragma pack(push, 0x4) #endif /* # ========================================================================================= # # Script Structs # ========================================================================================= # */ // ScriptStruct BaseAI.BaseAITypes.SpaceLineInfo // 0x0034 struct FSpaceLineInfo { struct FVector Start; // 0x0000 (0x000C) [0x0000000000000000] struct FVector End; // 0x000C (0x000C) [0x0000000000000000] unsigned char Type; // 0x0018 (0x0001) [0x0000000000000000] struct FString Comment; // 0x001C (0x0010) [0x0000000000000000] struct FName Category; // 0x002C (0x0008) [0x0000000000000000] }; // ScriptStruct BaseAI.AIDebugTool.String_Mirror // 0x0010 struct FString_Mirror { struct FString Value; // 0x0000 (0x0010) [0x0000000000000000] }; // ScriptStruct BaseAI.AIDebugTool.AIDebugLogLine // 0x0018 struct FAIDebugLogLine { struct FString_Mirror Line; // 0x0000 (0x0010) [0x0000000000000000] struct FName LineCategory; // 0x0010 (0x0008) [0x0000000000000000] }; // ScriptStruct BaseAI.AIDebugTool.AIDebugLogEntry // 0x00F8 struct FAIDebugLogEntry { float TimeStamp; // 0x0000 (0x0004) [0x0000000000000000] struct FVector WorldPosition; // 0x0004 (0x000C) [0x0000000000000000] struct FVector EnemyPosition; // 0x0010 (0x000C) [0x0000000000000000] struct FVector Facing; // 0x001C (0x000C) [0x0000000000000000] struct FString_Mirror BTStatus; // 0x0028 (0x0010) [0x0000000000000000] TArray BlackBoardEntries; // 0x0038 (0x0010) [0x0000000000000000] TArray BehaviorTrace; // 0x0048 (0x0010) [0x0000000000000000] TArray Preconditions; // 0x0058 (0x0010) [0x0000000000000000] TArray CommandStack; // 0x0068 (0x0010) [0x0000000000000000] TArray SquadEnemyList; // 0x0078 (0x0010) [0x0000000000000000] TArray LocalEnemyList; // 0x0088 (0x0010) [0x0000000000000000] TArray InnerState; // 0x0098 (0x0010) [0x0000000000000000] TArray AnimationProxy; // 0x00A8 (0x0010) [0x0000000000000000] TArray Route; // 0x00B8 (0x0010) [0x0000000000000000] TArray DebugLines; // 0x00C8 (0x0010) [0x0000000000000000] TArray WeaponInfo; // 0x00D8 (0x0010) [0x0000000000000000] TArray Lines; // 0x00E8 (0x0010) [0x0000000000000000] }; // ScriptStruct BaseAI.AIDebugTool.AIDebugActorsLog // 0x001C struct FAIDebugActorsLog { int Tail; // 0x0000 (0x0004) [0x0000000000000000] TArray Entries; // 0x0004 (0x0010) [0x0000000000000000] int NotEmptyElements; // 0x0014 (0x0004) [0x0000000000000000] int nIndex; // 0x0018 (0x0004) [0x0000000000000000] }; // ScriptStruct BaseAI.AIDebugTool.ETQDebugEntry // 0x0014 struct FETQDebugEntry { float TimeStamp; // 0x0000 (0x0004) [0x0000000000000000] TArray ExecutedQueries; // 0x0004 (0x0010) [0x0000000000000000] }; // ScriptStruct BaseAI.BaseAiPlugInHistory.BaseAIPlugInHistoryItem // 0x0034 struct FBaseAIPlugInHistoryItem { class UClass* PlugInClass; // 0x0000 (0x0008) [0x0000000000000000] struct FString PlugInName; // 0x0008 (0x0010) [0x0000000000000000] float TimeStamp; // 0x0018 (0x0004) [0x0000000000000000] float Duration; // 0x001C (0x0004) [0x0000000000000000] DWORD bAborted : 1; // 0x0020 (0x0004) [0x0000000000000000] [0x00000001] DWORD bFailure : 1; // 0x0020 (0x0004) [0x0000000000000000] [0x00000002] DWORD bSuccess : 1; // 0x0020 (0x0004) [0x0000000000000000] [0x00000004] struct FString VerboseString; // 0x0024 (0x0010) [0x0000000000000000] }; // ScriptStruct BaseAI.AIPluginLeap.LeapRequest // 0x0020 struct FLeapRequest { class AActor* TheJumpDownNavPointPathObject; // 0x0000 (0x0008) [0x0000000000000000] int LandSpotIndex; // 0x0008 (0x0004) [0x0000000000000000] float EdgesDropHeight; // 0x000C (0x0004) [0x0000000000000000] unsigned char Priority; // 0x0010 (0x0001) [0x0000000000000000] class UObject* Observer; // 0x0014 (0x0008) [0x0000000000000000] int QueryID; // 0x001C (0x0004) [0x0000000000000000] }; // ScriptStruct BaseAI.AIPluginMovement.MoveRequestDestination // 0x0015 struct FMoveRequestDestination { struct FVector VectorDest; // 0x0000 (0x000C) [0x0000000000000000] class AActor* ActorDest; // 0x000C (0x0008) [0x0000000000000000] unsigned char Type; // 0x0014 (0x0001) [0x0000000000000000] }; // ScriptStruct BaseAI.AIPluginMovement.MoveParameters // 0x0018 struct FMoveParameters { unsigned char MoveMood; // 0x0000 (0x0001) [0x0000000000000000] unsigned char MoveType; // 0x0001 (0x0001) [0x0000000000000000] class AActor* RotateAtEndToMatch; // 0x0004 (0x0008) [0x0000000000000000] class AActor* FollowingActor; // 0x000C (0x0008) [0x0000000000000000] DWORD bMovementCanBeInaccurate : 1; // 0x0014 (0x0004) [0x0000000000000000] // [0x00000001] DWORD bMoveThroughLastPoint : 1; // 0x0014 (0x0004) [0x0000000000000000] // [0x00000002] DWORD bStartPathFollowingShooting : 1; // 0x0014 (0x0004) // [0x0000000000000000] [0x00000004] DWORD bEndPathFollowingShooting : 1; // 0x0014 (0x0004) // [0x0000000000000000] [0x00000008] DWORD bForceAnyMove : 1; // 0x0014 (0x0004) [0x0000000000000000] [0x00000010] DWORD bAllowedToFire : 1; // 0x0014 (0x0004) [0x0000000000000000] // [0x00000020] }; // ScriptStruct BaseAI.AIPluginMovement.MovementRequest // 0x0068 struct FMovementRequest { struct FMoveParameters MoveParams; // 0x0000 (0x0018) [0x0000000000000000] float AcceptableDistance; // 0x0018 (0x0004) [0x0000000000000000] struct FVector DestOffset; // 0x001C (0x000C) [0x0000000000000000] struct FVector MidPointOffset; // 0x0028 (0x000C) [0x0000000000000000] struct FMoveRequestDestination Destination; // 0x0034 (0x0018) [0x0000000000000000] class UNavigationPath* PreComputedPath; // 0x004C (0x0008) [0x0000000000000000] unsigned char Priority; // 0x0054 (0x0001) [0x0000000000000000] class UObject* Observer; // 0x0058 (0x0008) [0x0000000000000000] DWORD bStickToNavmesh : 1; // 0x0060 (0x0004) [0x0000000000000000] // [0x00000001] DWORD bStickToActionArea : 1; // 0x0060 (0x0004) [0x0000000000000000] // [0x00000002] DWORD bDynamicDestOffset : 1; // 0x0060 (0x0004) [0x0000000000000000] // [0x00000004] DWORD bDynamicMidPoint : 1; // 0x0060 (0x0004) [0x0000000000000000] // [0x00000008] DWORD bPostProcessPath : 1; // 0x0060 (0x0004) [0x0000000000000000] // [0x00000010] int QueryID; // 0x0064 (0x0004) [0x0000000000000000] }; // ScriptStruct BaseAI.AIPluginStuckFix.FixStuckRequest // 0x0054 struct FFixStuckRequest { struct FMoveParameters MoveParams; // 0x0000 (0x0018) [0x0000000000000000] float AcceptableDistance; // 0x0018 (0x0004) [0x0000000000000000] struct FVector DestOffset; // 0x001C (0x000C) [0x0000000000000000] struct FMoveRequestDestination Destination; // 0x0028 (0x0018) [0x0000000000000000] unsigned char Priority; // 0x0040 (0x0001) [0x0000000000000000] class UObject* Observer; // 0x0044 (0x0008) [0x0000000000000000] DWORD bFinalApproach : 1; // 0x004C (0x0004) [0x0000000000000000] // [0x00000001] int QueryID; // 0x0050 (0x0004) [0x0000000000000000] }; // ScriptStruct BaseAI.BaseAIController.LocalEnemyInfo // 0x0034 struct FLocalEnemyInfo { TArray PerceptionTimestamp; // 0x0000 (0x0010) [0x0000000000000000] unsigned char LatestPerception; // 0x0010 (0x0001) [0x0000000000000000] unsigned char DominantPerception; // 0x0011 (0x0001) [0x0000000000000000] int VisibleCoverActions; // 0x0014 (0x0004) [0x0000000000000000] float CurrentThreat; // 0x0018 (0x0004) [0x0000000000000000] struct FVector LatestLocation; // 0x001C (0x000C) [0x0000000000000000] class APawn* Pawn; // 0x0028 (0x0008) [0x0000000000000000] DWORD bSeenBefore : 1; // 0x0030 (0x0004) [0x0000000000000000] [0x00000001] DWORD bIsPlayer : 1; // 0x0030 (0x0004) [0x0000000000000000] [0x00000002] }; // ScriptStruct BaseAI.BaseAIPawn.Breadcrumbs // 0x0080 struct FBreadcrumbs { struct FVector Crumbs[0xA]; // 0x0000 (0x0078) [0x0000000000000000] unsigned char CurrentCrumb; // 0x0078 (0x0001) [0x0000000000000000] float CrumbDistanceSq; // 0x007C (0x0004) [0x0000000000000000] }; // ScriptStruct BaseAI.NavigationPath.BaseTransform // 0x0100 struct FBaseTransform { class AActor* Base; // 0x0000 (0x0008) [0x0000000000000000] struct FVector InitialLocation; // 0x0008 (0x000C) [0x0000000000000000] struct FRotator InitialRotation; // 0x0014 (0x000C) [0x0000000000000000] struct FVector UpdatedForLocation; // 0x0020 (0x000C) [0x0000000000000000] struct FRotator UpdatedForRotation; // 0x002C (0x000C) [0x0000000000000000] unsigned char UnknownData00[0x8]; // 0x0038 (0x0008) MISSED OFFSET struct FMatrix InitialReversedTransform; // 0x0040 (0x0040) [0x0000000000000000] struct FMatrix IBS2WSTransform; // 0x0080 (0x0040) [0x0000000000000000] struct FMatrix WS2IBSTransform; // 0x00C0 (0x0040) [0x0000000000000000] }; // ScriptStruct BaseAI.NavigationPath.PathPoint // 0x000D struct FPathPoint { struct FVector Location; // 0x0000 (0x000C) [0x0000000000000000] unsigned char Flags; // 0x000C (0x0001) [0x0000000000000000] }; // ScriptStruct BaseAI.NavigationPath.PolyArray_Mirror // 0x0010 struct FPolyArray_Mirror { TArray Dummy; // 0x0000 (0x0010) [0x0000000000000000] }; #ifdef _MSC_VER #pragma pack(pop) #endif