2#include <Cyrus/Shared.h>
3#include <Cyrus/Classes/ActorCinematicAction.h>
4#include <Cyrus/Classes/CinematicAction.h>
5#include <Cyrus/Classes/PropertyClass.h>
10 return *
reinterpret_cast<std::string*
>(
reinterpret_cast<uintptr_t
>(
this) + 0x78);
14 *
reinterpret_cast<std::string*
>(
reinterpret_cast<uintptr_t
>(
this) + 0x78) = val;
18 return *
reinterpret_cast<Vector3D*
>(
reinterpret_cast<uintptr_t
>(
this) + 0x98);
22 *
reinterpret_cast<Vector3D*
>(
reinterpret_cast<uintptr_t
>(
this) + 0x98) = val;
26 return *
reinterpret_cast<Vector3D*
>(
reinterpret_cast<uintptr_t
>(
this) + 0xA4);
30 *
reinterpret_cast<Vector3D*
>(
reinterpret_cast<uintptr_t
>(
this) + 0xA4) = val;
Definition ActorCinematicAction.h:6
Definition SpellCardAttachmentCinematicAction.h:7
void setNodeName(std::string val)
Definition SpellCardAttachmentCinematicAction.h:13
Vector3D getRotation()
Definition SpellCardAttachmentCinematicAction.h:25
Vector3D getOffset()
Definition SpellCardAttachmentCinematicAction.h:17
void setOffset(Vector3D val)
Definition SpellCardAttachmentCinematicAction.h:21
void setRotation(Vector3D val)
Definition SpellCardAttachmentCinematicAction.h:29
std::string getNodeName()
Definition SpellCardAttachmentCinematicAction.h:9