/* ############################################################################################# # Killing Floor 2 (1.8787) SDK # Generated with TheFeckless UE3 SDK Generator v1.4_Beta-Rev.51 # ========================================================================================= # # File: kfgamecontent_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 kfgamecontent.KFAIController_ZedPatriarch.Patriarch_TrackedEnemyInfo // 0x0020 struct FPatriarch_TrackedEnemyInfo { class AKFPawn* TrackedEnemy; // 0x0000 (0x0008) [0x0000000000000000] float LastTimeVisible; // 0x0008 (0x0004) [0x0000000000000000] struct FVector LastVisibleLocation; // 0x000C (0x000C) [0x0000000000000000] float LastTakeDamageTime; // 0x0018 (0x0004) [0x0000000000000000] int AggroDamage; // 0x001C (0x0004) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFPawn_ZedHusk.sHuskFireballSettings // 0x0008 struct FsHuskFireballSettings { DWORD bSpawnGroundFire : 1; // 0x0000 (0x0004) [0x0000000000000000] [0x00000001] float ExplosionMomentum; // 0x0004 (0x0004) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFDifficulty_ClotAlphaKing.sRallyTriggerInfo // 0x0010 struct FsRallyTriggerInfo { float RallyChance; // 0x0000 (0x0004) [0x0000000000000000] float Cooldown; // 0x0004 (0x0004) [0x0000000000000000] float SelfDealtDamageModifier; // 0x0008 (0x0004) [0x0000000000000000] float SelfTakenDamageModifier; // 0x000C (0x0004) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFPhysicsVolume.TouchThrottling // 0x000C struct FTouchThrottling { class AActor* HitActor; // 0x0000 (0x0008) [0x0000000000000000] float HitTime; // 0x0008 (0x0004) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFTutorialSectionInfo.STutorialSlide // 0x003C struct FSTutorialSlide { struct FString TitleKey; // 0x0000 (0x0010) [0x0000000000000000] struct FString DescriptionKey; // 0x0010 (0x0010) [0x0000000000000000] class UTexture2D* UIImage; // 0x0020 (0x0008) [0x0000000000000000] TArray< struct FString > KeyGBAs; // 0x0028 (0x0010) [0x0000000000000000] int GamepadSlideIndex; // 0x0038 (0x0004) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFTutorialSectionInfo.SControllerTutorialSlide // 0x0048 struct FSControllerTutorialSlide { class UTexture2D* PS4Image; // 0x0000 (0x0008) [0x0000000000000000] class UTexture2D* XboxOneImage; // 0x0008 (0x0008) [0x0000000000000000] class UTexture2D* PCImage; // 0x0010 (0x0008) [0x0000000000000000] struct FString TitleKey; // 0x0018 (0x0010) [0x0000000000000000] struct FString DescriptionKey; // 0x0028 (0x0010) [0x0000000000000000] TArray< struct FString > KeyGBAs; // 0x0038 (0x0010) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFGameInfo_WeeklySurvival.SpawnReplacement // 0x0010 struct FSpawnReplacement { int SpawnEntry; // 0x0000 (0x0004) [0x0000000000000000] class UClass* NewClass; // 0x0004 (0x0008) [0x0000000000000000] float PercentChance; // 0x000C (0x0004) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFGameInfo_WeeklySurvival.StatAdjustments // 0x006C struct FStatAdjustments { class UClass* ClassToAdjust; // 0x0000 (0x0008) [0x0000000000000000] float HealthScale; // 0x0008 (0x0004) [0x0000000000000000] float HeadHealthScale; // 0x000C (0x0004) [0x0000000000000000] DWORD bStartEnraged : 1; // 0x0010 (0x0004) [0x0000000000000000] [0x00000001] DWORD bExplosiveDeath : 1; // 0x0010 (0x0004) [0x0000000000000000] [0x00000002] class UKFGameExplosion* ExplosionTemplate; // 0x0014 (0x0008) [0x0000000000000000] class UClass* ExplosionIgnoreClass; // 0x001C (0x0008) [0x0000000000000000] TArray< float > BeefcakeScaleIncreases; // 0x0024 (0x0010) [0x0000000000000000] TArray< float > BeefcakeHealthIncreases; // 0x0034 (0x0010) [0x0000000000000000] float MaxBeefcake; // 0x0044 (0x0004) [0x0000000000000000] float MaxBeefcakeHealth; // 0x0048 (0x0004) [0x0000000000000000] float DamageDealtScale; // 0x004C (0x0004) [0x0000000000000000] float DamageTakenScale; // 0x0050 (0x0004) [0x0000000000000000] struct FVector2D OverrideDeflationRate; // 0x0054 (0x0008) [0x0000000000000000] class UKFAIWaveInfo* AdditionalSubSpawns; // 0x005C (0x0008) [0x0000000000000000] struct FVector2D AdditionalSubSpawnCount; // 0x0064 (0x0008) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFGameInfo_WeeklySurvival.WeeklyOverrides // 0x0178 struct FWeeklyOverrides { int EventDifficulty; // 0x0000 (0x0004) [0x0000000000000000] int GameLength; // 0x0004 (0x0004) [0x0000000000000000] DWORD bHeadshotsOnly : 1; // 0x0008 (0x0004) [0x0000000000000000] [0x00000001] float SpawnRateMultiplier; // 0x000C (0x0004) [0x0000000000000000] float GlobalDamageTickRate; // 0x0010 (0x0004) [0x0000000000000000] float GlobalDamageTickAmount; // 0x0014 (0x0004) [0x0000000000000000] float GlobalAmmoCostScale; // 0x0018 (0x0004) [0x0000000000000000] class UKFGFxObject_TraderItems* SpawnWeaponList; // 0x001C (0x0008) [0x0000000000000000] class UKFGFxObject_TraderItems* TraderWeaponList; // 0x0024 (0x0008) [0x0000000000000000] DWORD bDisableGrenades : 1; // 0x002C (0x0004) [0x0000000000000000] [0x00000001] TArray< struct FSpawnReplacement > SpawnReplacementList; // 0x0030 (0x0010) [0x0000000000000000] DWORD bAllowSpawnReplacementDuringBossWave : 1; // 0x0040 (0x0004) [0x0000000000000000] [0x00000001] TArray< struct FSpawnReplacement > BossSpawnReplacementList; // 0x0044 (0x0010) [0x0000000000000000] TArray< struct FStatAdjustments > ZedsToAdjust; // 0x0054 (0x0010) [0x0000000000000000] DWORD bDisableTraders : 1; // 0x0064 (0x0004) [0x0000000000000000] [0x00000001] unsigned char PickupResetTime; // 0x0068 (0x0001) [0x0000000000000000] float OverrideItemPickupModifier; // 0x006C (0x0004) [0x0000000000000000] float OverrideAmmoPickupModifier; // 0x0070 (0x0004) [0x0000000000000000] TArray< float > WaveItemPickupModifiers; // 0x0074 (0x0010) [0x0000000000000000] TArray< float > WaveAmmoPickupModifiers; // 0x0084 (0x0010) [0x0000000000000000] DWORD bUseOverrideItemRespawnTime : 1; // 0x0094 (0x0004) [0x0000000000000000] [0x00000001] struct FNumPlayerMods OverrideItemRespawnTime; // 0x0098 (0x001C) [0x0000000000000000] DWORD bUseOverrideAmmoRespawnTime : 1; // 0x00B4 (0x0004) [0x0000000000000000] [0x00000001] struct FNumPlayerMods OverrideAmmoRespawnTime; // 0x00B8 (0x001C) [0x0000000000000000] DWORD bPermanentZedTime : 1; // 0x00D4 (0x0004) [0x0000000000000000] [0x00000001] int PermanentZedTimeCutoff; // 0x00D8 (0x0004) [0x0000000000000000] float PermanentZedResetTime; // 0x00DC (0x0004) [0x0000000000000000] float OverrideZedTimeSlomoScale; // 0x00E0 (0x0004) [0x0000000000000000] float ZedTimeRadius; // 0x00E4 (0x0004) [0x0000000000000000] float ZedTimeBossRadius; // 0x00E8 (0x0004) [0x0000000000000000] float ZedTimeHeight; // 0x00EC (0x0004) [0x0000000000000000] DWORD bScaleOnHealth : 1; // 0x00F0 (0x0004) [0x0000000000000000] [0x00000001] float StartingDamageSizeScale; // 0x00F4 (0x0004) [0x0000000000000000] float DeadDamageSizeScale; // 0x00F8 (0x0004) [0x0000000000000000] float OverrideSpawnDerateTime; // 0x00FC (0x0004) [0x0000000000000000] float OverrideTeleportDerateTime; // 0x0100 (0x0004) [0x0000000000000000] float GlobalGravityZ; // 0x0104 (0x0004) [0x0000000000000000] DWORD bUseBeefcakeRules : 1; // 0x0108 (0x0004) [0x0000000000000000] [0x00000001] TArray< float > WaveAICountScale; // 0x010C (0x0010) [0x0000000000000000] float ZedSpawnHeadScale; // 0x011C (0x0004) [0x0000000000000000] float PlayerSpawnHeadScale; // 0x0120 (0x0004) [0x0000000000000000] DWORD bHumanSprintEnabled : 1; // 0x0124 (0x0004) [0x0000000000000000] [0x00000001] float OffPerkCostScale; // 0x0128 (0x0004) [0x0000000000000000] DWORD bBackupMeleeSprintSpeed : 1; // 0x012C (0x0004) [0x0000000000000000] [0x00000001] class UKFAIWaveInfo* AdditionalBossWaveInfo; // 0x0130 (0x0008) [0x0000000000000000] float AdditionalBossWaveFrequency; // 0x0138 (0x0004) [0x0000000000000000] float AdditionalBossWaveStartDelay; // 0x013C (0x0004) [0x0000000000000000] struct FVector2D AdditionalBossSpawnCount; // 0x0140 (0x0008) [0x0000000000000000] DWORD bContinuousAdditionalBossWave : 1; // 0x0148 (0x0004) [0x0000000000000000] [0x00000001] float CrushScale; // 0x014C (0x0004) [0x0000000000000000] float JumpDamageScale; // 0x0150 (0x0004) [0x0000000000000000] int NumJumpsAllowed; // 0x0154 (0x0004) [0x0000000000000000] DWORD bUseZedDamageInflation : 1; // 0x0158 (0x0004) [0x0000000000000000] [0x00000001] float ZeroHealthInflation; // 0x015C (0x0004) [0x0000000000000000] float GlobalDeflationRate; // 0x0160 (0x0004) [0x0000000000000000] float InflationDeathGravity; // 0x0164 (0x0004) [0x0000000000000000] float InflationExplosionTimer; // 0x0168 (0x0004) [0x0000000000000000] DWORD bDisableHeadless : 1; // 0x016C (0x0004) [0x0000000000000000] [0x00000001] unsigned char MaxPerkLevel; // 0x0170 (0x0001) [0x0000000000000000] int MaxBoomsPerFrame; // 0x0174 (0x0004) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFGameReplicationInfoVersus.sPlayerZedSpawnWaitTimeData // 0x0009 struct FsPlayerZedSpawnWaitTimeData { unsigned char SpawnWaitTime; // 0x0000 (0x0001) [0x0000000000000000] DWORD bTakeOverActive : 1; // 0x0004 (0x0004) [0x0000000000000000] [0x00000001] unsigned char DirtyFlag; // 0x0008 (0x0001) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFMGA_TargetGame.sTargetGameData // 0x0010 struct FsTargetGameData { TArray< struct FName > MinigameAnimations; // 0x0000 (0x0010) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFMGVolume_SwingHit.SwingHitTracking // 0x000C struct FSwingHitTracking { class AActor* HitActor; // 0x0000 (0x0008) [0x0000000000000000] float HitTime; // 0x0008 (0x0004) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFPawn_ZedHans.ProjectileTossInfo // 0x0030 struct FProjectileTossInfo { struct FVector TossVelocity; // 0x0000 (0x000C) [0x0000000000000000] struct FVector TossFromLocation; // 0x000C (0x000C) [0x0000000000000000] struct FVector TossTargetLocation; // 0x0018 (0x000C) [0x0000000000000000] float TossSpeed; // 0x0024 (0x0004) [0x0000000000000000] float TossZPct; // 0x0028 (0x0004) [0x0000000000000000] float TossTime; // 0x002C (0x0004) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFPawn_ZedPatriarch.Patriarch_MortarTarget // 0x0014 struct FPatriarch_MortarTarget { class AKFPawn* TargetPawn; // 0x0000 (0x0008) [0x0000000000000000] struct FVector TargetVelocity; // 0x0008 (0x000C) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFPawn_ZedPatriarch.PatriarchBattlePhaseInfo // 0x0058 struct FPatriarchBattlePhaseInfo { DWORD bAllowedToSprint : 1; // 0x0000 (0x0004) [0x0000000000000000] [0x00000001] float SprintCooldownTime; // 0x0004 (0x0004) [0x0000000000000000] DWORD bCanTentacleGrab : 1; // 0x0008 (0x0004) [0x0000000000000000] [0x00000001] float TentacleGrabCooldownTime; // 0x000C (0x0004) [0x0000000000000000] DWORD bCanUseMissiles : 1; // 0x0010 (0x0004) [0x0000000000000000] [0x00000001] float MissileAttackCooldownTime; // 0x0014 (0x0004) [0x0000000000000000] DWORD bCanUseMortar : 1; // 0x0018 (0x0004) [0x0000000000000000] [0x00000001] float MortarAttackCooldownTime; // 0x001C (0x0004) [0x0000000000000000] DWORD bCanDoMortarBarrage : 1; // 0x0020 (0x0004) [0x0000000000000000] [0x00000001] DWORD bCanChargeAttack : 1; // 0x0020 (0x0004) [0x0000000000000000] [0x00000002] float ChargeAttackCooldownTime; // 0x0024 (0x0004) [0x0000000000000000] int MaxRageAttacks; // 0x0028 (0x0004) [0x0000000000000000] int TentacleDamage; // 0x002C (0x0004) [0x0000000000000000] float MinigunAttackCooldownTime; // 0x0030 (0x0004) [0x0000000000000000] DWORD bCanSummonMinions : 1; // 0x0034 (0x0004) [0x0000000000000000] [0x00000001] TArray< DWORD > bCanMoveWhenMinigunning; // 0x0038 (0x0010) [0x0000000000000000] TArray< float > HealAmounts; // 0x0048 (0x0010) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFTrigger_MinigameGenerator.GeneratorStatus // 0x0014 struct FGeneratorStatus { float MinTimeRemaining; // 0x0000 (0x0004) [0x0000000000000000] struct FLinearColor StatusColor; // 0x0004 (0x0010) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFTrigger_MinigameGenerator.EmissiveActor // 0x0010 struct FEmissiveActor { class AActor* EmissiveActor; // 0x0000 (0x0008) [0x0000000000000000] float GeneratorOnValue; // 0x0008 (0x0004) [0x0000000000000000] float GeneratorOffValue; // 0x000C (0x0004) [0x0000000000000000] }; // ScriptStruct kfgamecontent.KFTrigger_MinigameGenerator.EmissiveUpdateActorList // 0x0024 struct FEmissiveUpdateActorList { float ActivationDelay; // 0x0000 (0x0004) [0x0000000000000000] TArray< class AActor* > ActorList; // 0x0004 (0x0010) [0x0000000000000000] TArray< struct FEmissiveActor > CachedActorList; // 0x0014 (0x0010) [0x0000000000000000] }; #ifdef _MSC_VER #pragma pack ( pop ) #endif