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UTGame_structs.h
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UTGame_structs.h
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/*
#############################################################################################
# Tribes Ascend (1.4.2913.0) SDK
# Generated with TheFeckless UE3 SDK Generator v1.4_Beta-Rev.51
# ========================================================================================= #
# File: UTGame_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 UTGame.UTPlayerController.PostProcessInfo
// 0x0010
struct FPostProcessInfo
{
float Shadows; // 0x0000 (0x0004) [0x0000000000000000]
float MidTones; // 0x0004 (0x0004) [0x0000000000000000]
float HighLights; // 0x0008 (0x0004) [0x0000000000000000]
float Desaturation; // 0x000C (0x0004) [0x0000000000000000]
};
// ScriptStruct UTGame.GFxMinimapHud.MessageRow
// 0x0010
struct FMessageRow
{
class UGFxObject* MC; // 0x0000 (0x0004) [0x0000000000000000]
class UGFxObject* TF; // 0x0004 (0x0004) [0x0000000000000000]
float StartFadeTime; // 0x0008 (0x0004) [0x0000000000000000]
int Y; // 0x000C (0x0004) [0x0000000000000000]
};
// ScriptStruct UTGame.GFxMinimapHud.HeEnDisplay
// 0x0024
struct FHeEnDisplay
{
float LastHealth; // 0x0000 (0x0004) [0x0000000000000000]
float LastEnergy; // 0x0004 (0x0004) [0x0000000000000000]
class UGFxObject* HealthTF; // 0x0008 (0x0004) [0x0000000000000000]
class UGFxObject* HealthBarMC; // 0x000C (0x0004) [0x0000000000000000]
class UGFxObject* HealthNormMC; // 0x0010 (0x0004) [0x0000000000000000]
class UGFxObject* HealthCritMC; // 0x0014 (0x0004) [0x0000000000000000]
unsigned long HealthNormOn : 1; // 0x0018 (0x0004) [0x0000000000000000] [0x00000001]
class UGFxObject* EnergyTF; // 0x001C (0x0004) [0x0000000000000000]
class UGFxObject* EnergyBarMC; // 0x0020 (0x0004) [0x0000000000000000]
};
// ScriptStruct UTGame.UTGFxTweenableMoviePlayer.GFxTween
// 0x0061
struct FGFxTween
{
class UGFxObject* TargetMC; // 0x0000 (0x0004) [0x0000000000000000]
float TweenTime; // 0x0004 (0x0004) [0x0000000000000000]
float Duration; // 0x0008 (0x0004) [0x0000000000000000]
float StartValue; // 0x000C (0x0004) [0x0000000000000000]
float Delta; // 0x0010 (0x0004) [0x0000000000000000]
float DesiredValue; // 0x0014 (0x0004) [0x0000000000000000]
struct FString MemberName; // 0x0018 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
struct FString Callback; // 0x0024 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
struct FASDisplayInfo displayInfo; // 0x0030 (0x002C) [0x0000000000000000]
unsigned long bFinished : 1; // 0x005C (0x0004) [0x0000000000000000] [0x00000001]
unsigned char ThisTweenType; // 0x0060 (0x0001) [0x0000000000000000]
};
// ScriptStruct UTGame.GFxProjectedUI.ItemData
// 0x0019
struct FItemData
{
struct FString ItemInfo; // 0x0000 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
struct FString ItemName; // 0x000C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
unsigned char ItemFrame; // 0x0018 (0x0001) [0x0000000000000000]
};
// ScriptStruct UTGame.GFxUDKFrontEnd.ViewInfo
// 0x0020
struct FViewInfo
{
struct FName ViewName; // 0x0000 (0x0008) [0x0000000000000000]
struct FString SWFName; // 0x0008 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
TArray< struct FName > DependantViews; // 0x0014 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
};
// ScriptStruct UTGame.GFxUDKFrontEnd_FilterDialog.Option
// 0x0024
struct UGFxUDKFrontEnd_FilterDialog_FOption
{
struct FString OptionName; // 0x0000 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
struct FString OptionLabel; // 0x000C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
TArray< struct FString > OptionData; // 0x0018 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
};
// ScriptStruct UTGame.GFxUDKFrontEnd_LaunchGame.Option
// 0x0024
struct UGFxUDKFrontEnd_LaunchGame_FOption
{
struct FString OptionName; // 0x0000 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
struct FString OptionLabel; // 0x000C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
struct FString OptionDesc; // 0x0018 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
};
// ScriptStruct UTGame.GFxUDKFrontEnd_MainMenu.Option
// 0x0024
struct UGFxUDKFrontEnd_MainMenu_FOption
{
struct FString OptionName; // 0x0000 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
struct FString OptionLabel; // 0x000C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
struct FString OptionDesc; // 0x0018 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
};
// ScriptStruct UTGame.UTGame.GameMapCycle
// 0x0014
struct FGameMapCycle
{
struct FName GameClassName; // 0x0000 (0x0008) [0x0000000000000000]
TArray< struct FString > Maps; // 0x0008 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
};
// ScriptStruct UTGame.UTGame.ActiveBotInfo
// 0x0010
struct FActiveBotInfo
{
struct FString BotName; // 0x0000 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
unsigned long bInUse : 1; // 0x000C (0x0004) [0x0000000000000000] [0x00000001]
};
// ScriptStruct UTGame.GFxUDKFrontEnd_Multiplayer.Option
// 0x0024
struct UGFxUDKFrontEnd_Multiplayer_FOption
{
struct FString OptionName; // 0x0000 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
struct FString OptionLabel; // 0x000C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
struct FString OptionDesc; // 0x0018 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
};
// ScriptStruct UTGame.UTVehicle.MaterialList
// 0x000C
struct FMaterialList
{
TArray< class UMaterialInterface* > Materials; // 0x0000 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
};
// ScriptStruct UTGame.UTVehicle.TimePosition
// 0x0010
struct FTimePosition
{
struct FVector Position; // 0x0000 (0x000C) [0x0000000000000000]
float Time; // 0x000C (0x0004) [0x0000000000000000]
};
// ScriptStruct UTGame.UTGameReplicationInfo.MeshEffect
// 0x0008
struct FMeshEffect
{
class UStaticMesh* Mesh; // 0x0000 (0x0004) [0x0000000000000000]
class UMaterialInterface* Material; // 0x0004 (0x0004) [0x0000000000000000]
};
// ScriptStruct UTGame.UTPawn.GibInfo
// 0x0010
struct FGibInfo
{
struct FName BoneName; // 0x0000 (0x0008) [0x0000000000000000]
class UClass* GibClass; // 0x0008 (0x0004) [0x0000000000000000]
unsigned long bHighDetailOnly : 1; // 0x000C (0x0004) [0x0000000000000000] [0x00000001]
};
// ScriptStruct UTGame.UTCharInfo.CustomAIData
// 0x0028
struct FCustomAIData
{
float Tactics; // 0x0000 (0x0004) [0x0000000000000000]
float StrafingAbility; // 0x0004 (0x0004) [0x0000000000000000]
float Accuracy; // 0x0008 (0x0004) [0x0000000000000000]
float Aggressiveness; // 0x000C (0x0004) [0x0000000000000000]
float CombatStyle; // 0x0010 (0x0004) [0x0000000000000000]
float Jumpiness; // 0x0014 (0x0004) [0x0000000000000000]
float ReactionTime; // 0x0018 (0x0004) [0x0000000000000000]
struct FString FavoriteWeapon; // 0x001C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
};
// ScriptStruct UTGame.UTCharInfo.CharacterInfo
// 0x0070
struct FCharacterInfo
{
struct FString CharID; // 0x0000 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
struct FString FamilyID; // 0x000C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
struct FString CharName; // 0x0018 (0x000C) [0x0000000000408002] ( CPF_Const | CPF_Localized | CPF_NeedCtorLink )
struct FString Description; // 0x0024 (0x000C) [0x0000000000408002] ( CPF_Const | CPF_Localized | CPF_NeedCtorLink )
struct FString PreviewImageMarkup; // 0x0030 (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
struct FString Faction; // 0x003C (0x000C) [0x0000000000400000] ( CPF_NeedCtorLink )
struct FCustomAIData AIData; // 0x0048 (0x0028) [0x0000000000400000] ( CPF_NeedCtorLink )
};
// ScriptStruct UTGame.UTConsolePlayerController.ProfileSettingToUE3BindingDatum
// 0x0010
struct AUTConsolePlayerController_FProfileSettingToUE3BindingDatum
{
struct FName ProfileSettingName; // 0x0000 (0x0008) [0x0000000000000000]
struct FName UE3BindingName; // 0x0008 (0x0008) [0x0000000000000000]
};
// ScriptStruct UTGame.UTGameObjective.ScorerRecord
// 0x0008
struct FScorerRecord
{
class AUTPlayerReplicationInfo* PRI; // 0x0000 (0x0004) [0x0000000000000000]
float Pct; // 0x0004 (0x0004) [0x0000000000000000]
};
// ScriptStruct UTGame.UTHUD.DamageInfo
// 0x000C
struct FDamageInfo
{
float FadeTime; // 0x0000 (0x0004) [0x0000000000000000]
float FadeValue; // 0x0004 (0x0004) [0x0000000000000000]
class UMaterialInstanceConstant* MatConstant; // 0x0008 (0x0004) [0x0000000000000000]
};
// ScriptStruct UTGame.UTDataStore_GameSearchDM.PersistentLocalizedSettingValue
// 0x0008
struct FPersistentLocalizedSettingValue
{
int SettingId; // 0x0000 (0x0004) [0x0000000000004000] ( CPF_Config )
int ValueId; // 0x0004 (0x0004) [0x0000000000004000] ( CPF_Config )
};
// ScriptStruct UTGame.UTDataStore_GameSearchDM.GameSearchSettingsStorage
// 0x0014
struct FGameSearchSettingsStorage
{
struct FName GameSearchName; // 0x0000 (0x0008) [0x0000000000004000] ( CPF_Config )
TArray< struct FPersistentLocalizedSettingValue > StoredValues; // 0x0008 (0x000C) [0x0000000000404000] ( CPF_Config | CPF_NeedCtorLink )
};
// ScriptStruct UTGame.UTGib.StaticMeshDatum
// 0x0014
struct FStaticMeshDatum
{
class UStaticMesh* TheStaticMesh; // 0x0000 (0x0004) [0x0000000000000000]
class USkeletalMesh* TheSkelMesh; // 0x0004 (0x0004) [0x0000000000000000]
class UPhysicsAsset* ThePhysAsset; // 0x0008 (0x0004) [0x0000000000000000]
float DrawScale; // 0x000C (0x0004) [0x0000000000000000]
unsigned long bUseSecondaryGibMeshMITV : 1; // 0x0010 (0x0004) [0x0000000000000000] [0x00000001]
};
// ScriptStruct UTGame.UTInventoryManager.AmmoStore
// 0x0008
struct FAmmoStore
{
int Amount; // 0x0000 (0x0004) [0x0000000000000000]
class UClass* WeaponClass; // 0x0004 (0x0004) [0x0000000000000000]
};
// ScriptStruct UTGame.UTPawnSoundGroup.FootstepSoundInfo
// 0x000C
struct FFootstepSoundInfo
{
struct FName MaterialType; // 0x0000 (0x0008) [0x0000000000000000]
class USoundCue* Sound; // 0x0008 (0x0004) [0x0000000000000000]
};
// ScriptStruct UTGame.UTPlayerReplicationInfo.IntStat
// 0x000C
struct FIntStat
{
struct FName StatName; // 0x0000 (0x0008) [0x0000000000000000]
int StatValue; // 0x0008 (0x0004) [0x0000000000000000]
};
// ScriptStruct UTGame.UTPlayerReplicationInfo.TimeStat
// 0x0010
struct FTimeStat
{
struct FName StatName; // 0x0000 (0x0008) [0x0000000000000000]
float TotalTime; // 0x0008 (0x0004) [0x0000000000000000]
float CurrentStart; // 0x000C (0x0004) [0x0000000000000000]
};
// ScriptStruct UTGame.UTWeaponLocker.WeaponEntry
// 0x0008
struct FWeaponEntry
{
class UClass* WeaponClass; // 0x0000 (0x0004) [0x0000000000000001] ( CPF_Edit )
class UPrimitiveComponent* PickupMesh; // 0x0004 (0x0004) [0x0000000004080008] ( CPF_ExportObject | CPF_Component | CPF_EditInline )
};
// ScriptStruct UTGame.UTWeaponLocker.PawnToucher
// 0x0008
struct FPawnToucher
{
class APawn* P; // 0x0000 (0x0004) [0x0000000000000000]
float NextTouchTime; // 0x0004 (0x0004) [0x0000000000000000]
};
// ScriptStruct UTGame.UTWeaponLocker.ReplacementWeaponEntry
// 0x0008
struct FReplacementWeaponEntry
{
unsigned long bReplaced : 1; // 0x0000 (0x0004) [0x0000000000000000] [0x00000001]
class UClass* WeaponClass; // 0x0004 (0x0004) [0x0000000000000000]
};
#ifdef _MSC_VER
#pragma pack ( pop )
#endif