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#pragma once
#include <il2cpp/il2cpp.h>
namespace gameengine {
class tacticsgaunsight {
public:
template <typename T = il2cpp_list<std::uintptr_t> *> T &mfoes() {
return *(T *)((std::uintptr_t)this + 0x24);
}
template <typename T = std::uintptr_t> T &mcb() {
return *(T *)((std::uintptr_t)this + 0x28);
}
template <typename T = std::uintptr_t> T &mcaptureaftercb() {
return *(T *)((std::uintptr_t)this + 0x2C);
}
template <typename T = std::int32_t> T &mbeforetex() {
return *(T *)((std::uintptr_t)this + 0x30);
}
template <typename T = std::uintptr_t> T &maftertex() {
return *(T *)((std::uintptr_t)this + 0x34);
}
template <typename T = std::uintptr_t> T &mmat() {
return *(T *)((std::uintptr_t)this + 0x38);
}
template <typename T = std::uintptr_t> T &mhudmat() {
return *(T *)((std::uintptr_t)this + 0x3C);
}
template <typename T = std::uintptr_t> T &mhudmesh() {
return *(T *)((std::uintptr_t)this + 0x44);
}
template <typename T = std::uintptr_t> T &mcurhudrenderer() {
return *(T *)((std::uintptr_t)this + 0x48);
}
template <typename T = std::uintptr_t> T &mcurcrossrenderer() {
return *(T *)((std::uintptr_t)this + 0x4C);
}
template <typename T = std::uintptr_t> T &mfirstcamera() {
return *(T *)((std::uintptr_t)this + 0x50);
}
template <typename T = std::uintptr_t> T &mcam() {
return *(T *)((std::uintptr_t)this + 0x54);
}
template <typename T = il2cpp_array<std::uintptr_t> *> T &mrais() {
return *(T *)((std::uintptr_t)this + 0x58);
}
template <typename T = std::uintptr_t> T &ftick() {
return *(T *)((std::uintptr_t)this + 0x5C);
}
template <typename T = void> T loadasset() {
return ((T(*)(tacticsgaunsight *))(il2cpp::il2cpp_base() +
0x3C07938))(this);
}
template <typename T = void>
T onloadassets(il2cpp_array<std::uintptr_t> *_inassets,
std::uintptr_t _inobj) {
return ((T(*)(tacticsgaunsight *, il2cpp_array<std::uintptr_t> *,
std::uintptr_t))(il2cpp::il2cpp_base() + 0x3C07AF8))(
this, _inassets, _inobj);
}
template <typename T = void>
T init(std::uintptr_t _weapon, std::uintptr_t _weaponpart) {
return ((T(*)(tacticsgaunsight *, std::uintptr_t, std::uintptr_t))(
il2cpp::il2cpp_base() + 0x3C07DB8))(this, _weapon, _weaponpart);
}
template <typename T = void> T close() {
return ((T(*)(tacticsgaunsight *))(il2cpp::il2cpp_base() +
0x3C08D2C))(this);
}
template <typename T = void> T shutdown() {
return ((T(*)(tacticsgaunsight *))(il2cpp::il2cpp_base() +
0x3C091EC))(this);
}
template <typename T = bool> T updateshowpawn() {
return ((T(*)(tacticsgaunsight *))(il2cpp::il2cpp_base() +
0x3C09518))(this);
}
template <typename T = void> T resethudbuffer() {
return ((T(*)(tacticsgaunsight *))(il2cpp::il2cpp_base() +
0x3C09B9C))(this);
}
template <typename T = void> T stopresethudbuffer() {
return ((T(*)(tacticsgaunsight *))(il2cpp::il2cpp_base() +
0x3C0A308))(this);
}
template <typename T = void> T resetcommandbuffer() {
return ((T(*)(tacticsgaunsight *))(il2cpp::il2cpp_base() +
0x3C09EE4))(this);
}
template <typename T = void>
T fcheckstate(float _delta, std::uintptr_t _inweapon) {
return ((T(*)(tacticsgaunsight *, float, std::uintptr_t))(
il2cpp::il2cpp_base() + 0x3C0AE20))(this, _delta, _inweapon);
}
template <typename T = void>
T fdrawtemplate(float _delta, std::uintptr_t _inweapon) {
return ((T(*)(tacticsgaunsight *, float, std::uintptr_t))(
il2cpp::il2cpp_base() + 0x3C0B2F8))(this, _delta, _inweapon);
}
template <typename T = void>
T tick(float _deltatime, std::uintptr_t _inweapon) {
return ((T(*)(tacticsgaunsight *, float, std::uintptr_t))(
il2cpp::il2cpp_base() + 0x3C0B3F8))(this, _deltatime,
_inweapon);
}
template <typename T = void>
T fupdate(float _delta, std::uintptr_t _inweapon) {
return ((T(*)(tacticsgaunsight *, float, std::uintptr_t))(
il2cpp::il2cpp_base() + 0x3C0B7D0))(this, _delta, _inweapon);
}
template <typename T = void> T xluabaseproxy_loadasset() {
return ((T(*)(tacticsgaunsight *))(il2cpp::il2cpp_base() +
0x3C0C04C))(this);
}
template <typename T = void>
T xluabaseproxy_onloadassets(il2cpp_array<std::uintptr_t> *_p0,
std::uintptr_t _p1) {
return ((T(*)(tacticsgaunsight *, il2cpp_array<std::uintptr_t> *,
std::uintptr_t))(il2cpp::il2cpp_base() + 0x3C0C054))(
this, _p0, _p1);
}
template <typename T = void>
T xluabaseproxy_init(std::uintptr_t _p0, std::uintptr_t _p1) {
return ((T(*)(tacticsgaunsight *, std::uintptr_t, std::uintptr_t))(
il2cpp::il2cpp_base() + 0x3C0C05C))(this, _p0, _p1);
}
template <typename T = void> T xluabaseproxy_close() {
return ((T(*)(tacticsgaunsight *))(il2cpp::il2cpp_base() +
0x3C0C064))(this);
}
template <typename T = void> T xluabaseproxy_shutdown() {
return ((T(*)(tacticsgaunsight *))(il2cpp::il2cpp_base() +
0x3C0C06C))(this);
}
template <typename T = void>
T xluabaseproxy_tick(float _p0, std::uintptr_t _p1) {
return ((T(*)(tacticsgaunsight *, float, std::uintptr_t))(
il2cpp::il2cpp_base() + 0x3C0C074))(this, _p0, _p1);
}
};
} // namespace gameengine