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GameEffectContainer.h
1#pragma once
2#include <Cyrus/Shared.h>
3#include <Cyrus/Classes/GameEffectBase.h>
4#include <Cyrus/Classes/PropertyClass.h>
5
7public:
8 List<SharedPointer<GameEffectBase>> * getPublicEffects() { // Property Generated Getter
9 return reinterpret_cast<List<SharedPointer<GameEffectBase>> *>(reinterpret_cast<uintptr_t>(this) + 0x58);
10 }
11
12 void setPublicEffects(List<SharedPointer<GameEffectBase>> * val) { // Property Generated Setter
13 *reinterpret_cast<List<SharedPointer<GameEffectBase>> **>(reinterpret_cast<uintptr_t>(this) + 0x58) = val;
14 }
15
16 List<SharedPointer<GameEffectBase>> * getMyEffects() { // Property Generated Getter
17 return reinterpret_cast<List<SharedPointer<GameEffectBase>> *>(reinterpret_cast<uintptr_t>(this) + 0x48);
18 }
19
20 void setMyEffects(List<SharedPointer<GameEffectBase>> * val) { // Property Generated Setter
21 *reinterpret_cast<List<SharedPointer<GameEffectBase>> **>(reinterpret_cast<uintptr_t>(this) + 0x48) = val;
22 }
23
24};
Definition GameEffectContainer.h:6
List< SharedPointer< GameEffectBase > > * getPublicEffects()
Definition GameEffectContainer.h:8
List< SharedPointer< GameEffectBase > > * getMyEffects()
Definition GameEffectContainer.h:16
void setMyEffects(List< SharedPointer< GameEffectBase > > *val)
Definition GameEffectContainer.h:20
void setPublicEffects(List< SharedPointer< GameEffectBase > > *val)
Definition GameEffectContainer.h:12
Base class for all property classes, providing reflection and serialization functionality.
Definition PropertyClass.h:86