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UE4Func.h
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#pragma once
#include <Windows.h>
#include "offset.h"
#include "defines.h"
extern FHitResult OutHit;
//typedef bool (*_STATIC_LineTraceSingle)(
// LPBYTE WorldContextObject,
// Vector3 Start,
// Vector3 End,
// TEnumAsByte<ETraceTypeQuery> TraceChannel,
// bool bTraceComplex,
// TArray<ULONG_PTR> ActorsToIgnore,
// TEnumAsByte<EDrawDebugTrace> DrawDebugType,
// FHitResult& res,
// bool bIgnoreSelf);
//extern _STATIC_LineTraceSingle pCallTraceSingle;
//
//typedef bool(__fastcall* LineTraceSingle)
//(
// const void* WorldContextObject,
// const Vector3 Start,
// const Vector3 End,
// ETraceTypeQuery TraceChannel,
// bool bTraceComplex,
// const TArray < AActor* >& ActorsToIgnore,
// EDrawDebugTrace DrawDebugType,
// FHitResult& OutHit,
// bool bIgnoreSelf,
// FLinearColor TraceColor,
// FLinearColor TraceHitColor,
// float DrawTime
// );
typedef bool(__fastcall* fnLineTraceSingle)(
void*, // UWorld,
const Vector3& Start,
const Vector3& End,
TEnumAsByte<ETraceTypeQuery>,
bool bTraceComplex,
const TArray <AActor>,
TEnumAsByte<EDrawDebugTrace>,
FHitResult* OutHit,
bool bIgnoreSelf,
const FLinearColor&,
const FLinearColor&,
float DrawTime
);
extern fnLineTraceSingle pfnLineTraceSingle;
typedef void(__fastcall* fnSetRenderCustomDepth)(
__int64 a1, unsigned __int8 a2
);
bool GetVisBone(Vector3 Local, Vector3 Target);