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ParticleSystem2D.h
1#pragma once
2#include <Cyrus/Shared.h>
3#include <Cyrus/Classes/ParticleEmitter2D.h>
4#include <Cyrus/Classes/PropertyClass.h>
5#include <Cyrus/Classes/Window.h>
6
7class ParticleSystem2D : public Window {
8public:
9 int AttachEmitter(ParticleEmitter2D a0) { // Function Generated
10 using FunctionPointerType = int (*)(ParticleSystem2D *self, ParticleEmitter2D a0);
11 FunctionPointerType inner = reinterpret_cast<FunctionPointerType>(__SHARED::base + 0x17F4790);
12 return inner(this, a0);
13 }
14
15 int ParticleCountInRadius(ParticleEmitter2D a0, int a1, int a2, float a3) { // Function Generated
16 using FunctionPointerType = int (*)(ParticleSystem2D *self, ParticleEmitter2D a0, int a1, int a2, float a3);
17 FunctionPointerType inner = reinterpret_cast<FunctionPointerType>(__SHARED::base + 0x17F4FB0);
18 return inner(this, a0, a1, a2, a3);
19 }
20
21 void SetAllParticlePositions(int a0, int a1) { // Function Generated
22 using FunctionPointerType = void (*)(ParticleSystem2D *self, int a0, int a1);
23 FunctionPointerType inner = reinterpret_cast<FunctionPointerType>(__SHARED::base + 0x17F5440);
24 return inner(this, a0, a1);
25 }
26
27};
Definition ParticleEmitter2D.h:5
Definition ParticleSystem2D.h:7
int ParticleCountInRadius(ParticleEmitter2D a0, int a1, int a2, float a3)
Definition ParticleSystem2D.h:15
void SetAllParticlePositions(int a0, int a1)
Definition ParticleSystem2D.h:21
int AttachEmitter(ParticleEmitter2D a0)
Definition ParticleSystem2D.h:9
Represents a Wizard101 Window, think anything you see on screen that is not a 3D model.
Definition Window.h:45