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2020-08-04 13:13:01 -04:00

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C++

/*
#############################################################################################
# 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<struct FString_Mirror>
BlackBoardEntries; // 0x0038 (0x0010) [0x0000000000000000]
TArray<struct FString_Mirror>
BehaviorTrace; // 0x0048 (0x0010) [0x0000000000000000]
TArray<struct FString_Mirror>
Preconditions; // 0x0058 (0x0010) [0x0000000000000000]
TArray<struct FString_Mirror>
CommandStack; // 0x0068 (0x0010) [0x0000000000000000]
TArray<struct FString_Mirror>
SquadEnemyList; // 0x0078 (0x0010) [0x0000000000000000]
TArray<struct FString_Mirror>
LocalEnemyList; // 0x0088 (0x0010) [0x0000000000000000]
TArray<struct FString_Mirror>
InnerState; // 0x0098 (0x0010) [0x0000000000000000]
TArray<struct FString_Mirror>
AnimationProxy; // 0x00A8 (0x0010) [0x0000000000000000]
TArray<struct FVector> Route; // 0x00B8 (0x0010) [0x0000000000000000]
TArray<struct FSpaceLineInfo>
DebugLines; // 0x00C8 (0x0010) [0x0000000000000000]
TArray<struct FString_Mirror>
WeaponInfo; // 0x00D8 (0x0010) [0x0000000000000000]
TArray<struct FAIDebugLogLine>
Lines; // 0x00E8 (0x0010) [0x0000000000000000]
};
// ScriptStruct BaseAI.AIDebugTool.AIDebugActorsLog
// 0x001C
struct FAIDebugActorsLog {
int Tail; // 0x0000 (0x0004) [0x0000000000000000]
TArray<struct FAIDebugLogEntry>
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<struct FString_Mirror>
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<float> 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<int> Dummy; // 0x0000 (0x0010) [0x0000000000000000]
};
#ifdef _MSC_VER
#pragma pack(pop)
#endif