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Object.h
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Object.h
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#pragma once
#include "NameTypes.h"
#include "UnrealType.h"
#include "GIObject.h"
class UClass;
class InternalUClass;
//class GIObject;
struct InternalUObject
{
PVOID VTableObject;
DWORD ObjectFlags;
DWORD InternalIndex;
InternalUClass* Class;
FName NamePrivate;
InternalUObject* Outer;
void ProcessEvent(void* fn, void* parms)
{
auto vtable = *reinterpret_cast<void***>(this);
auto processEventFn = static_cast<void(*)(void*, void*, void*)>(vtable[0x44]);
processEventFn(this, fn, parms);
}
bool IsA(InternalUClass* cmp) const
{
if (this->Class == cmp)
{
return true;
}
return false;
}
FName GetFName() const
{
return *reinterpret_cast<const FName*>(this + 0x18);
}
};
struct InternalUField : InternalUObject
{
InternalUField* Next;
void* padding_01;
void* padding_02;
};
struct InternalUStruct : InternalUField
{
InternalUStruct* SuperStruct;
InternalUField* Children;
FField* ChildProperties;
int32_t PropertiesSize;
int32_t MinAlignment;
TArray<uint8_t> Script;
FProperty* PropertyLink;
FProperty* RefLink;
FProperty* DestructorLink;
FProperty* PostConstructLink;
};
struct InternalUClass : InternalUStruct
{
};
class UObject : public GIObject
{
public:
PVOID VTableObject;
DWORD ObjectFlags;
DWORD InternalIndex;
UClass* Class;
FName NamePrivate;
UObject* Outer;
virtual void Setup() override;
};
struct UField : public UObject
{
public:
UField* Next;
void* padding_01;
void* padding_02;
};
class UStruct : public UField
{
public:
UStruct* SuperStruct;
UField* Children;
FField* ChildProperties;
int32_t PropertiesSize;
int32_t MinAlignment;
TArray<uint8_t> Script;
FProperty* PropertyLink;
FProperty* RefLink;
FProperty* DestructorLink;
FProperty* PostConstructLink;
};
class UClass : public UStruct
{
};