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CinematicActorTemplate.h
1#pragma once
2#include <Cyrus/Shared.h>
3#include <Cyrus/Classes/CinematicDefTemplate.h>
4#include <Cyrus/Classes/CoreTemplate.h>
5#include <Cyrus/Classes/PropertyClass.h>
6
8public:
9 List<CinematicEventInfo*> * getCompleteEvents() { // Property Generated Getter
10 return reinterpret_cast<List<CinematicEventInfo*> *>(reinterpret_cast<uintptr_t>(this) + 0x110);
11 }
12
13 void setCompleteEvents(List<CinematicEventInfo*> * val) { // Property Generated Setter
14 *reinterpret_cast<List<CinematicEventInfo*> **>(reinterpret_cast<uintptr_t>(this) + 0x110) = val;
15 }
16
17 List<CinematicEventInfo*> * getStateChangeEvents() { // Property Generated Getter
18 return reinterpret_cast<List<CinematicEventInfo*> *>(reinterpret_cast<uintptr_t>(this) + 0x130);
19 }
20
21 void setStateChangeEvents(List<CinematicEventInfo*> * val) { // Property Generated Setter
22 *reinterpret_cast<List<CinematicEventInfo*> **>(reinterpret_cast<uintptr_t>(this) + 0x130) = val;
23 }
24
25 List<CinematicInteractInfo*> * getStateInteractions() { // Property Generated Getter
26 return reinterpret_cast<List<CinematicInteractInfo*> *>(reinterpret_cast<uintptr_t>(this) + 0x150);
27 }
28
29 void setStateInteractions(List<CinematicInteractInfo*> * val) { // Property Generated Setter
30 *reinterpret_cast<List<CinematicInteractInfo*> **>(reinterpret_cast<uintptr_t>(this) + 0x150) = val;
31 }
32
33 std::string getTargetGameState() { // Property Generated Getter
34 return *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0xB0);
35 }
36
37 void setTargetGameState(std::string val) { // Property Generated Setter
38 *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0xB0) = val;
39 }
40
41 std::string getActorStateSet() { // Property Generated Getter
42 return *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0xD0);
43 }
44
45 void setActorStateSet(std::string val) { // Property Generated Setter
46 *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0xD0) = val;
47 }
48
49 std::string getRootAsset() { // Property Generated Getter
50 return *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0xF0);
51 }
52
53 void setRootAsset(std::string val) { // Property Generated Setter
54 *reinterpret_cast<std::string*>(reinterpret_cast<uintptr_t>(this) + 0xF0) = val;
55 }
56
57};
Definition CinematicActorTemplate.h:7
void setActorStateSet(std::string val)
Definition CinematicActorTemplate.h:45
void setStateChangeEvents(List< CinematicEventInfo * > *val)
Definition CinematicActorTemplate.h:21
List< CinematicEventInfo * > * getCompleteEvents()
Definition CinematicActorTemplate.h:9
void setStateInteractions(List< CinematicInteractInfo * > *val)
Definition CinematicActorTemplate.h:29
std::string getRootAsset()
Definition CinematicActorTemplate.h:49
std::string getTargetGameState()
Definition CinematicActorTemplate.h:33
void setTargetGameState(std::string val)
Definition CinematicActorTemplate.h:37
std::string getActorStateSet()
Definition CinematicActorTemplate.h:41
List< CinematicEventInfo * > * getStateChangeEvents()
Definition CinematicActorTemplate.h:17
void setRootAsset(std::string val)
Definition CinematicActorTemplate.h:53
void setCompleteEvents(List< CinematicEventInfo * > *val)
Definition CinematicActorTemplate.h:13
List< CinematicInteractInfo * > * getStateInteractions()
Definition CinematicActorTemplate.h:25
Definition CinematicDefTemplate.h:6