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